08-26-2014, 09:02 AM | #11 | |
Join Date: Jul 2008
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Re: Ship skills...
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The relationship between Shiphandling and Tactics for a naval officer (up to the rank of captain) might be somewhat analogous to the relationship between Soldier and Guns for an infantryman. (Though the career path goes quite differently from there.) EDIT: Historically, Navigation was very important. It may be less so with modern navigational aids.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. Last edited by Ulzgoroth; 08-26-2014 at 09:08 AM. |
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08-26-2014, 09:44 AM | #12 | |||
Join Date: Jul 2006
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Re: Ship skills...
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* IIRC in the age of sail RN costal cutters only warranted a lieutenant and a master's mate - who would be the only people to have navigation skills and likely the only ones with shiphandling as well (unless you had an elite crew - possibly in peacetime with a number of prime hands serving well below their rate). Practically this meant standing opposite watches. |
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08-26-2014, 10:06 AM | #13 | ||
Join Date: Mar 2010
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Re: Ship skills...
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08-26-2014, 11:32 AM | #14 | |
Join Date: Jul 2005
Location: Endor
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Re: Ship skills...
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And we do have the alternative example of the various Piloting specialties for spacecraft… and now that we're on the topic I've always found odd that Spacer permits steering a spaceship, which feels cinematic to me; surely a spaceship is more complicated than that, but on the other hand that's how they do it on Star Trek, with rookie ensigns taking the conn… Perhaps a patch could work like this: For small craft, use Boating, Piloting, or Submarine as normal. For large craft at tech levels (or genres) that require a large crew to operate (handling sails, valves, etc.), use Crewman and Shiphandling. For large craft at tech levels with enough automation to permit one person to handle the entire craft, return to using Boating, Piloting, or Submarine, with an appropriate specialization, e.g. Boating (Large Powerboat), Piloting (Low-Performance Spacecraft, High-Performance Spacecraft, Contragrav, etc.), Submarine (Large Submarine). Remember to count familiarity penalties for varying ship sizes (e.g. someone familiar with cabin cruisers faces a penalty when steering a superfreighter). |
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08-26-2014, 11:43 AM | #15 | ||
Join Date: Jul 2008
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Re: Ship skills...
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Anyway, why would helm control on a spaceship be particularly complicated? You do have one more axis to steer in than a surface ship, but that's really not a big deal...
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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08-26-2014, 12:09 PM | #16 |
Join Date: Mar 2010
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Re: Ship skills...
I think all craft should have an operation skill (Boating, Piloting, etc), regardless of size. I think all large craft should have a general crew skill (Crewman) and a general officer skill (Shiphandling). Everyone on a large ship would have Crewman, all "command" officers would have Shiphandling, and all helmsmen and command officers would have Boating/Piloting/whatever.
I think the three sets of skills should be linked by defaults, with one exception: I see no reason why a TL4 ship's rigger or a TL8 yeoman or a TL11 gunnery officer should know how to steer the ship beyond their attribute-based default. There might be exceptions, but while the basic principles of steering most craft are simple enough that attribute defaults make sense, being the best crewman in the world doesn't mean you have ever actually touched the helm controls (whatever they are) or understand how the idea of moving a wheel or joystick actually translates into accurately moving the vessel. I would consider defaulting the operation skill off of Crewman or Shiphandling for an IQ-based roll, but not for the DX roll. Last edited by cosmicfish; 08-26-2014 at 02:12 PM. |
08-26-2014, 12:48 PM | #17 |
Join Date: Jul 2005
Location: Endor
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Re: Ship skills...
I must admit it's kind of a mental hunch, perhaps based on too many video games. :) A boat you've got post-starboard and faster-slower-reverse, and if you panic and just shut everything down, you eventually come to a safe stop. A spaceship, you've got forward-reverse thrust, vertical thrust, lateral thrust, pitch, yaw, and rotate; spins can get crazy very fast. Though I suppose that's really an argument for nothing more than a bigger default penalty, so never mind.
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08-26-2014, 01:06 PM | #18 | |
Join Date: Jul 2008
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Re: Ship skills...
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You do have a bunch of extra potential axes of control, but you shouldn't really be doing anything too creative with them when you're using a multi-person control loop! That's actually a thing...there probably should be some kind of limit on how agile you can be when the person calling the maneuver and the person manipulating the controls are separate like that. Maybe model it as a Handling cap?
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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Tags |
boat, boating, ship, shiphandling, submarine |
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