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| #1wrecanMay 23, 2008 11:32:03 | I meant to post this here, but I originally posted it in Rules Q&A by error. Sorry for the double post. The Swarm article -- particularly the section on stirges -- got me thinking about flying maneuverability and how confusing that stuff can be. (Stirges apparently have a maneuverability of "Hover", which I assume is equivalent to Perfect) So I tried to come up with a mechanical description of each maneuverability that would be straightforward. I was reminded of 1st edition and how, generally, that maneuverability was pretty straightforward. Here's what I came up with.
Some illustrations: ![]() |
| #2animunculiMay 27, 2008 12:10:18 | Impressive. And simple. The schemes demonstrate your idea very well. If I ever have a campaign to run, I will certainly use these rules. I'm sorry that I don't have anything more constructive to say. |
| #3wrecanMay 27, 2008 12:26:55 | Thanks!! (And thanks for the bump!) ;) I've been thinking that some creatures might need to use this when running and swimming. Most creatures with two legs would have perfect land-maneuverability. They can turn within one square. But some creatures, mostly quadrupeds larger than Medium, can't go sideways very easily. Think of a horse, which can move sideways only if specially trained to canter that way. Larger quadrupeds like elephants and bulletes should have the same issues. The difference with land and water is that if you stop, you don't fall, which allows creatures to stop, turn and continue in one square/cube. These rules would then also be useful for other things like chariot racing. I might have to wait and see how the rule books handle vehicles, though before expanding these rules. |
| #4sophismataJun 07, 2008 11:08:23 | This is very nice, and with excellent illustrations to boot. Not much more to say, but thanks & well done . |