Vehicles in LG? [Archive] - Wizards Community

Post/Author/DateTimePost
Potato Weasel

03-09-07, 08:32 AM
Just trying to get a list of vehicles that people have seen/come up against in mods, also if you can list what you've actually gotten -access- to that would be great, but dont post it if it would be a spoiler.

I'm especially interested in any type of land vehicles people have seen.

I've come across and gotten access to 2 long ships (one with extra ballistas) and a swan boat.

For land vehicles i got assaulted by an adamantine cart filled with explosives.
Timlagor

03-09-07, 09:15 AM
We got access to a lot of stuff in a Metaregional (most of the A&EG vehicles iirc).

The only one that was bought was a Halfling buying a Kite.
cetiken

03-11-07, 05:28 PM
Do Dire Eagles count as vehicles?

If so then my friends have those.
Jay_Ibero_911

03-11-07, 06:02 PM
Well...there are several in all the different books...but usually not very practical for PC use...though some freinds of mine came up with the idea of what we like to call "The Danger Cart"....with like crossbow turrets and stuff...and it would be pulled by my druid's rhino...now if we could only do it for real.....
NiTessine

03-11-07, 07:06 PM
My main has access to a total of three sailing ships. The first, from COR4-11 Crimson Thorns, he has purchased and named Boccob's Blessed Boat.

Now, I only need to play a single regional so I can join our Ahlissan Privateer metaorg...
King Kashue

03-11-07, 09:41 PM
Well...there are several in all the different books...but usually not very practical for PC use...though some freinds of mine came up with the idea of what we like to call "The Danger Cart"....with like crossbow turrets and stuff...and it would be pulled by my druid's rhino...now if we could only do it for real.....

It was in 2nd edition :D
Gallaway

03-13-07, 06:40 PM
BS source book gives you access to every vehicle in sandstorm except those listed ... and proceeds to prohibit the entire table from sandstorm other than sleds.
paigeoliver

03-14-07, 07:07 AM
You might also want to read tables and things more carefully. A lot of vehicles that people think are restricted in some way are actually open access. Authors keep putting various PHB boats on ARs, which is what keeps giving people this idea.

I am a fan of anything pulled by pack animals. Carriages, carts and sleds in particular. Modules always seem to not really be ready for PC boats in most cases, which is why I haven't bought one yet.

You see the problem with PC boats is this.

#1. The whole module is about intrigue on somebody else's boat. If the PCs escort with theirs than they miss everything.

#2. The module is about bad stuff happening to whatever boat is in the module, and if the PC's use theirs than their boat can get messed up instead.

#3. The GM won't know what to do if the PCs use their own boats.

#4. The other players will metagame and won't want to use the PC boat because they might miss XP from the NPC boat.
Simpi

03-14-07, 01:07 PM
#2. The module is about bad stuff happening to whatever boat is in the module, and if the PC's use theirs than their boat can get messed up instead.

#3. The GM won't know what to do if the PCs use their own boats.


Unless module authoring takes this into account. Nitessine above has actually used his ship in a regional to do a full-scale naval battle with an enemy ship.

Sampo Haarlaa
Naerie Triad
Gallaway

03-14-07, 06:16 PM
Unless module authoring takes this into account. Nitessine above has actually used his ship in a regional to do a full-scale naval battle with an enemy ship.

Sampo Haarlaa
Naerie Triad

hhmmmmm ...

*calculates the cost of buying several warships and building a fleet*
Japangirl

03-14-07, 06:24 PM
hhmmmmm ...

*calculates the cost of buying several warships and building a fleet*

Well, caravels (one of the better ones IMO, for the price) are 10,000g each. Actual Ironclads are 50,000g each, and Greatships are 60,000g each. Then you have to equip each one with actual weapons like ballistas (500g each), bombards (light: 2000g, heavy: 8000g), and catapults (550g each). Have fun building the fleet on LG money!
Paul H

03-19-07, 06:41 PM
Hi

Not sure if it counts as a 'vehicle', but what about Tenser's Floating Disk?

Move action (concentration) to redirect it within spell limits. If you're on it, you move with it, so it keeps within 30' of you. IE, you can extend your 'normal' move speed. (But it takes all your move action, so no 5' steps, charges, etc). Also good for carrying loo.... er 'recovered' treasure. :schemes:

Also, it ignores movement penalties for swamps, quicksands etc. You even get 'height advantage' (+1 BAB) in melee! :D

Used it to bypass some trap problems in a recent mod.

Cheers
Paul H
Morgen

03-19-07, 07:56 PM
Well we here in the shield lands ahve been looking at the best way to use some wagons. We're starting a halfling caravan for the Greyhawk adventures and all so it'd be niec to know what kinds of rules govern wagons and all. Should be a rediculiously elaborate set up for nightly ambushes.

:)
clannagh

03-19-07, 07:59 PM
The new LGCS limitation of one animal per PC appears to create serious issues for animal drawn vehicles .. dog sleds for example need more than one dog to get them moving.
Lupo

03-19-07, 08:50 PM
The new LGCS limitation of one animal per PC appears to create serious issues for animal drawn vehicles .. dog sleds for example need more than one dog to get them moving.

p.13 of LGCS 597:

Animals and the APL
Each PC may bring one animal, plus any creatures that
come from class abilities, to help in combat. More creatures
may be brought, but cannot be used in combat. If your GM
deems that the animal will be a significant benefit in
combat, add the animal’s CR to your level for the purposes
of computing APL.

so one can bring 100 dogs for drawing a sledge, but only one dog for fighting :)

ciao
martin m.
Timlagor

03-19-07, 11:05 PM
Move action (concentration) to redirect it within [snip]

Also, it ignores movement penalties for swamps, quicksands etc. You even get 'height advantage' (+1 BAB) in melee! :D

1) It's "directing a spell" as a move action, not concentration (which generally requires a standard action.

2) The +1 for higher ground is not "BAB". This is a distinction that does matter.

3) Because the disc is only 3' diameter (and not square reduding its area still further) some judges will require balance checks from anyone fighting from one.

[/nitpick]
King Kashue

03-19-07, 11:14 PM
Hi

Not sure if it counts as a 'vehicle', but what about Tenser's Floating Disk?

Move action (concentration) to redirect it within spell limits. If you're on it, you move with it, so it keeps within 30' of you. IE, you can extend your 'normal' move speed. (But it takes all your move action, so no 5' steps, charges, etc). Also good for carrying loo.... er 'recovered' treasure. :schemes:

Also, it ignores movement penalties for swamps, quicksands etc. You even get 'height advantage' (+1 BAB) in melee! :D

Used it to bypass some trap problems in a recent mod.

Cheers
Paul H

1) It's "directing a spell" as a move action, not concentration (which generally requires a standard action.

2) The +1 for higher ground is not "BAB". This is a distinction that does matter.

3) Because the disc is only 3' diameter (and not square reduding its area still further) some judges will require balance checks from anyone fighting from one.

[/nitpick]


More importantly, the FAQ says that you cannot ride your own Tenser's disk...:D (FAQ 01262006 p. 69)

None of what Paul described is possible, since the disk cannot move under it's own power, it can only follow you.
Shieldhart91

03-20-07, 02:03 AM
This was indeed an idea taken from Paige Oliver, which I thank him greatly. A wagon pulled by two donkeys is invaluable, especially when you have the entire PHB in terms of mundane equipment. You'd be amazed how useful some things in the PHB can make all of the difference.

Nothing like a donkey shield. ;)
Timlagor

03-20-07, 07:35 AM
More importantly, the FAQ says that you cannot ride your own Tenser's disk...:D (FAQ 01262006 p. 69)

None of what Paul described is possible, since the disk cannot move under it's own power, it can only follow you.

oh look.. another asinine FAQ entry.
King Kashue

03-20-07, 11:02 AM
oh look.. another asinine FAQ entry.

Why? The spell text is pretty clear that it follows you and what you control is the distance at which it follows. So, if you're standing on it, it can't move.

Doesn't seem to be anything wrong with the FAQ entry to me.
nobodez

03-20-07, 01:05 PM
3) Because the disc is only 3' diameter (and not square reduding its area still further) some judges will require balance checks from anyone fighting from one.

Actually, you only have to make the balance check if the surface is less than a foot across (see the table in the Balance skill description), so 3 feet should be a problem.

Of course, what you do is have your barbarian/scout/monk/sorcerer cohort cast tensor's floating disk and then ride around as he/she runs around the battlefield under the effects of haste.
paigeoliver

03-20-07, 03:32 PM
Hee, hee, during one core special we decided that we would rather super-buff outside the duegar complex and fight everything at once then go in and run out of spells. So we took a donkey cart and panicked them into rushing into the complex, and all the baddies came out after us. It was the single longest Living Greyhawk fight I have ever been in. We were like APL 6 and the GM finally figured out that the fight we ended up having was EL 14. We won though, but it was really close.


This was indeed an idea taken from Paige Oliver, which I thank him greatly. A wagon pulled by two donkeys is invaluable, especially when you have the entire PHB in terms of mundane equipment. You'd be amazed how useful some things in the PHB can make all of the difference.

Nothing like a donkey shield. ;)
Shieldhart91

03-20-07, 05:33 PM
Oliver, you never cease to amaze me...
Timlagor

03-21-07, 08:36 AM
Actually, you only have to make the balance check if the surface is less than a foot across (see the table in the Balance skill description), so 3 feet should be a problem.

You only need a balance check to move across a surface that narrow. A judge can certainly impose some penalty on you if you want to fight in approximately 1/3 of a square.
Paul H

03-21-07, 02:23 PM
Hi

1) Wasn't sure about if the redirect was a move or standard action (thought the latter), but got clarified by senior Gm (Triad)? at Conception. Answer's on PHB Pg 312.

2) Definitely says "..unless otherwise directed..." so believe I can stand on it/redirect. Again - used on table run by same GM.

3) After rereading description (PHB Pg 294) I realise that the max move is .."your normal speed each round". Believe that's base move. (20' Rnd in Oskar's case)

4) Disk is more than 1/3 of diameter of square. 60% is nearly twice that. Personally I wouldn't have a problem with Med or smaller PC's fighting, but larger ones just wouldn't fit.

5) Oops - sorry - meant +1 for 'Higher Ground Advantage', not BAB :(

Does seem to fit one of those 'alternate uses of...' threads, though. Just because it doesn't list everything you could do, doesn't mean to say you can't do.

Cheers
Paul H
King Kashue

03-21-07, 04:03 PM
2) Definitely says "..unless otherwise directed..." so believe I can stand on it/redirect. Again - used on table run by same GM.

3) After rereading description (PHB Pg 294) I realise that the max move is .."your normal speed each round". Believe that's base move. (20' Rnd in Oskar's case)

Does seem to fit one of those 'alternate uses of...' threads, though. Just because it doesn't list everything you could do, doesn't mean to say you can't do.

Cheers
Paul H


Post #17 of this thread...FAQ says no...
haferka

03-21-07, 11:02 PM
Well...there are several in all the different books...but usually not very practical for PC use...though some freinds of mine came up with the idea of what we like to call "The Danger Cart"....with like crossbow turrets and stuff...and it would be pulled by my druid's rhino...now if we could only do it for real.....

I recently purchased a Masterwork Light Mangonel from Heroes of Battle.. with the druid rebuild I was able to shift some skill points over to profession Siege Engine camander.. or whatever the skill is to aim the thing..

Havent had the chance to use it yet.. but the descriptions states that it comes with wheels so my Brixashulty can tow it wherever I need to go. I just need to get four PCs to load it every round to keep my rate of fire at 1 attack per round.. :) Throw in some weapon enhancement spells.. Greater Magic Weapon for the engine, a firetraped wooden chest as ammunition.... with spikes cast on the chest :)
Paul H

03-22-07, 09:04 AM
Hi

Hmmmm. Siege Engines - would have been useful for some Onwal Specials couple years ago....... :)

Cheers
Paul H
PS Just read the FAQ. Don't necessarily agree with it, but such is life.
Timlagor

03-22-07, 09:51 AM
2) Definitely says "..unless otherwise directed..." so believe I can stand on it/redirect. Again - used on table run by same GM.

4) Disk is more than 1/3 of diameter of square. 60% is nearly twice that. Personally I wouldn't have a problem with Med or smaller PC's fighting, but larger ones just wouldn't fit.

2) That's why I consider the FAQ ruling Assinine.. he's now rules tha Alarm isn't a trap too!

4) I did say area (and I do realise 9/25 still a bit more than 1/3 but it's considerably less than 1/2).
Samwise

03-22-07, 03:02 PM
The description of Tenser's Floating disk says that it "follows you." It can not do that if you are not moving.
The line about "otherwise directed" concerns only the range it maintains from you, it does not provide an alternative method of moving the disk.
Alarmis not on the list of magical trap listed under the Search skill, and, as noted in the FAQ entry, has no listed Search or Disable DC. Alarm can be a trigger for a trap, but it is not an actual trap itself. The FAQ should not be creating new rules, turning spells into traps when there is nothing in the rules to indicate they are.
King Kashue

03-22-07, 03:06 PM
2) That's why I consider teh FAQ ruling Assinine.. he's now rules tha Alarm isn't a trap too!

Read it in context though.

The very first line:

"You create a slightly concave, circular plane of force that follows you about and carries loads for you"

Further down:

"It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round."

The section about redirecting it is explicitly about the interval between it and you.

"If not otherwise directed, it maintains a constant interval of 5 feet between itself and you." (PHB p. 294)


Nothing at all in the spell description about independent movement.
Crazy Boro

03-22-07, 05:56 PM
If you want to ride a floating disk, you'll just have to use the "Floating Disk, Greater" spell from the Spell Compendium.
Paul H

03-22-07, 06:09 PM
Hi

Ah well - was just trying to find a useful non-damage spell for Advanced Learning for my Warmage.

Just have to sit on my Cohort's one, he can sit on mine... (We can 'move' each other's disk within spell range).

Still good for recovering 'salvage'. ;)

Cheers
Paul H
clannagh

03-22-07, 06:43 PM
Read it in context though.

The very first line:

"You create a slightly concave, circular plane of force that follows you about and carries loads for you"

Further down:

"It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round."

The section about redirecting it is explicitly about the interval between it and you.

"If not otherwise directed, it maintains a constant interval of 5 feet between itself and you." (PHB p. 294)


Nothing at all in the spell description about independent movement.


It would seem you can direct it to stay by issuing the appropriate command:

" sit disk .. good disk (give disk a biscuit) stay!! "

At which point it presumbly stays put and you can move off even a substantial distance like several hundred feet.

If then you call it ...

"come disk (whistle) come here !!"

The disk should then move to you.
solbergb

03-22-07, 07:03 PM
Frankly, Tenser's disk works just fine as FAQ'd.

Have your warmage go at 30. Put all the slowpoke 20' speed guys on discs. Faster overland movement.

Put your warmage on a horse. Now all the slowpoke 20' speed guys who didn't buy horses can ride on discs at warhorse overland speeds (discs can maintain 60' per round, two 30' move actions. That's the same speed as a light warhorse that isn't hustling)

Put the reach weapon/AOO guy on a disc that is right behind you. Most of the time he protects you, and you can always loop around to interpose him between you and bad guys.

In all cases, you can make everyone but your warmage avoid the annoying balance challenges or quicksand or whatever. Now given warmage as opposed to sorcerer, flying over the obstacles isn't as easy, but maybe you can get somebody to cast one spell on you, and then you move everyone else.


My sorceress has been using it since level 1, and it has earned its spell known slot every single level, although exactly how I use it has mutated as her other capabilities came online.
King Kashue

03-22-07, 08:25 PM
It would seem you can direct it to stay by issuing the appropriate command:

" sit disk .. good disk (give disk a biscuit) stay!! "

At which point it presumbly stays put and you can move off even a substantial distance like several hundred feet.

If then you call it ...

"come disk (whistle) come here !!"

The disk should then move to you.

It's a close range spell, if you move out of range it winks out of existence (per the spell description on PHB p. 294)

And indeed, you can adjust the interval it keeps from your person, but if you're on it, it cannot move since if you remain on it, the interval cannot be changed.