03-02-2013, 11:05 PM | #11 |
Join Date: Mar 2006
Location: Iceland*
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Re: Magical Flight Hazards and Other Considerations
I have been using the Flight skill for that, yes, while Aerobatics is what I use for maneuvering in combat. Some PCs have neither skill, some have one or the other and one has a high skill level at both.
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03-03-2013, 01:33 AM | #12 |
Join Date: Oct 2004
Location: The former Chochenyo territory
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Re: Magical Flight Hazards and Other Considerations
I don't think there are any in 4e, but 3e Vehicles suggested something like 1 FP per 2 hours, or 1 FP per hour in bad weather if exposed to it.
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03-03-2013, 08:51 PM | #13 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Magical Flight Hazards and Other Considerations
Quote:
I was hesitant to rule that floating serenely above the ground at speeds equal to a running horse was equally tiring on an hour to hour basis as hiking.
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03-03-2013, 10:06 PM | #14 | |||
Join Date: Mar 2006
Location: Iceland*
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Re: Magical Flight Hazards and Other Considerations
Quote:
The spellcasters among them could use a fairly simple spell to mimic a compass, of course. But that's only worth doing is there are significant disadvantages to navigating by Mark One Eyeball. And it would still leave the warriors and 'roguish' types high and dry, so to speak. If they gain a significant advantage from magically emulating compasses, however, they could invest in magical items, I suppose. Quote:
If not, what would be the game effects of not having goggles? Quote:
During any kind of combat, the PCs like to do all kinds of edge of the envolope stuff and merely a slight extra penalty could lead to catastrophic crashes. One PC has a default of 10 for Weather Sense and another has default 9. Others have worse. I guess that's their weak point.
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03-03-2013, 10:25 PM | #15 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Magical Flight Hazards and Other Considerations
To give a relative scale: a 20 mph downburst hitting a flying vehicle will rapidly (within 1-2s) cause the flying vehicle to start moving downwards at 20 mph. A 20 mph downburst hitting a human who's flying using non-aerodynamic thrust will apply something like 5 lb of downwards force.
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03-03-2013, 10:55 PM | #16 |
Join Date: Mar 2005
Location: Middletown, CT.
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Re: Magical Flight Hazards and Other Considerations
Assuming a temperate climate there is the possibilty that more than a few thousand feet off the ground rain would become snow or ice as well as the possibility that by flying through clouds the characters clothing could become damp or wet which could lead to hypothermia or iceforming.
Then there is the possibility of fantastic hazards like hostile winged folk and flying monsters. |
03-03-2013, 11:01 PM | #17 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Magical Flight Hazards and Other Considerations
Quote:
Yeah, that sort of hazard I know about. It's the more mundane ones I want more information about.
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03-03-2013, 11:09 PM | #18 | |
Join Date: Mar 2006
Location: Iceland*
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Re: Magical Flight Hazards and Other Considerations
Quote:
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03-03-2013, 11:27 PM | #19 | ||||
Join Date: Mar 2006
Location: Iceland*
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Re: Magical Flight Hazards and Other Considerations
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On the other hand, you can travel to the Moon in the setting and there is atmosphere and all. But you use spelljamming ships for it, not riding swans. Or you can teleport, I suppose. Quote:
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03-03-2013, 11:42 PM | #20 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Magical Flight Hazards and Other Considerations
It may be quite dangerous to someone using Walk on Air (which might behave just like an aerodynamic flier), but as far as I can tell movement college flight is just telekinetic levitation, in which case air movement is about as dangerous as is to a person standing on the ground -- which is to say, it won't do much until you're dealing with hurricane force winds.
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fantasy, gurps magic, powers |
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