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.
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Here's what I came up with.
Here's what I came up with.
- When flying, distance is measured in cubes, not squares. Imagine each cube of space is made of six faces, eight vertices and twelve edges, which should be considered separate elements of the cube. Each face is considered adjacent to the edges and vertices that comprise its borders (i.e., 4 edges and 4 vertices). Each edge is considered adjacent to the faces it borders and the vertices that comprise its ends (i.e, 2 faces and 2 vertices). Each vertex is considered adjacent to the edges it ends and the faces those edges border (i.e., 3 edges and 3 faces).
- Generally, a creature can turn only after having proceeded a number of cubes equal to the Space it occupies, unless its maneuverability is Hover (see below).
- The four maneuverabilities (Poor, Average, Good, Hover) turn as follows:
- Poor: A poor flier can only exit a cube through the vertex, edge or face opposite the vertex, edge or face it entered or any immediately adjacent vertex, edge or face.
- Average: An average flier can only exit a cube through the vertices, edges or faces that are not immediately adjacent to the vertex, edge or face through which it entered.
- Good: A good flier can exit a cube through any vertex, edge or face except the vertex, edge or face through which it entered.
- Hover: A flier that can hover may exit a cube through any vertex, edge or face it likes, and need not travel in a straight line equal to its own Space before turning.
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I've been thinking that some creatures might need to use this when running and swimming.
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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.
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.
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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.
By Wrecan
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