Winged PC's

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KeyIXTheHermit
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Winged PC's

Post by KeyIXTheHermit »

Hey all;

We've been playing a different game lately (What? There are other games out there? Naw...) and what we've been playing has been kinda freeform, mostly without hardly any rules at all.

One of the PC races in that game is a Winged race, which is no big deal there, because there's not really any rules. How far do they fly? How fast? How maneuverable? Who cares! Just make it up. Everything is basically, "Roll a die and the GM makes something up."

Well, the problem with this game is that it has only six levels of advancement and we've burned through it. The magic classes in the game closely mirror C&C's, so I've been thinking about retconning the game to make the events fit with C&C and just bring the characters over as closely as possible. I'll have to create a bunch of new races and stuff, but for the most part it will all be simple.

The problem is those flyers. Just not sure how to handle them, and I'm not finding rules that cover it. Suggestions? Rules posted anywhere? Is it right in front of me and I don't see it? Any help would be appreciated! And thanks!

alcyone
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Re: Winged PC's

Post by alcyone »

Guidelines for aerial combat start on p. 175 of the latest CKG printing.
There are plenty of spells, items, and creatures that have or provide flight to use as guidelines.
One thing that is useful to decide is how an attack works when flying; does the character need to stop and attack, or does their movement continue, such as a swoop. If the character doesn't have to stop to attack, they become lethal and invulnerable to ground based melee foes, so it's helpful to limit it or decide if it provokes a melee attack.
Failing everything else, you have the Pythagorean theorem for figuring out ranges based on simple distance and height; you can make table of common distances to make it fast.
My C&C stuff: www.rpggrognard.com

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KeyIXTheHermit
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Re: Winged PC's

Post by KeyIXTheHermit »

Cool suggestions. Thanks for the help. :)

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Captain_K
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Re: Winged PC's

Post by Captain_K »

Seems like lots of charging, fly by, bank and return to do it again. OK if everyone is flying. How do they work in a dungeon crawl? Super hero games seem to do lots of flying mixed with others. Might be good rules in there for you.

Very few fantasy novels mix walkers with fliers.. Flash gordon? Giant Eagles.. very specialized attack troops, real game changes.. so long as they have room and ranks of archers don't nail them. I've thought a flying mage would be safe, but it just gave everyone with a ranged weapon a straight line of fire.

Be careful what you wish for,....
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.

serleran
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Re: Winged PC's

Post by serleran »

When I converted The Arcanum, it had a flying PC race. So, I just did this:

Zephyr -- +1 Charisma and Dexterity; -2 Strength; gains a +1 bonus to hit with any missile weapon. Zephyr are winged humanoids capable of flying at a movement rate of double their walking speed (usually a total of 60 feet / round) which can be folded and concealed under a large cloak, but doing so then requires 1 full round to extend the wings before flight is possible. They are further capable of seeing minute details at great distances, eyesight being equivalent to that of a hawk granting a +3 bonus on any searching check. They are well respected and liked, somewhat revered for their singing and archery, but zephyr have a tremendous hatred for snakes, especially naga. Regardless of class, a zephyr cannot wear armor; if a zephyr suffers damage in excess of 66% of their total HP, flight is also suspended until the character can be healed. The few spellcasting classes a zephyr pursues are enchanter/enchantress and priest; otherwise, they prefer warrior, scholar, or bounty hunter.


I do have my own rules for aerial combat which I will not post as it would detract a great deal from possibly publishing some of my other stuff.

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