Search found 1011 matches
- Sat Aug 31, 2019 4:10 am
- Forum: For Players
- Topic: Airship Altitude
- Replies: 32
- Views: 51522
Re: Airship Altitude
but that still strikes me as nonsensical. If the only limitation really is the number of crew, why not just add more crew so you can run 24 hours? I totally agree. I think the other very significant limitation is the number of daylight hours. Flying at night will not feel (nor be) as safe as flying...
- Fri Aug 30, 2019 7:53 pm
- Forum: For Players
- Topic: Airship Altitude
- Replies: 32
- Views: 51522
Re: Airship Altitude
In our world ships and airplanes hit things all the time. Recreational boaters and flyers yes, but also professional or military crews. Oil tankers and cruise ships on rocks. Military ships on sand bars. Ships crashing into each other. Airplanes crash into mountains. It happens all the time. I see o...
- Fri Aug 30, 2019 4:29 am
- Forum: For Players
- Topic: Airship Altitude
- Replies: 32
- Views: 51522
Re: Airship Altitude
@Avanti Terror in the Skies was not a normal trading mission. It was a desperate race to find an urgently needed McGuffin. As I recall, the Cloud Runner was a small Galley that was carrying no cargo and was carrying extra crew (it's regular crew, plus the PC's, plus every surviving member of the Air...
- Thu Aug 29, 2019 11:54 am
- Forum: For Players
- Topic: Airship Altitude
- Replies: 32
- Views: 51522
Re: Airship Altitude
BONUS QUESTION: when rowing in an airship, do you feel the same resistance as if rowing in water? Air Sailing also provides much of the magic that allows an airship to soar through the sky as easily as an ordinary ship sails across water. A normal wooden oar rowed against nothing but air will do li...
- Thu Aug 29, 2019 1:36 am
- Forum: For Players
- Topic: Airship Altitude
- Replies: 32
- Views: 51522
Re: Airship Altitude
It is not correct that only 25% of the crew is needed for the ship to operate. Read the Air Sailing talent more carefully. A number of successes equal to 25% of the ship types listed crew complement must be generated in an hour long test each and every hour for the ship to stay airborne . It require...
- Wed Aug 28, 2019 2:42 am
- Forum: For Game Masters
- Topic: Spoiler question (My players stay out of this thread!)
- Replies: 4
- Views: 8097
Re: Spoiler question (My players stay out of this thread!)
This is how the powers are listed in Earthdawn Classic Adventure Compendium. Effect: The wielder adds +1 to his Physical and Spell Defense when resisting air-, earth-, water-, wood-, or firebased attacks. Effect: Once per day, the wielder may summon Orichalus, a gargoyle-like earth elemental, and ha...
- Wed Aug 28, 2019 2:29 am
- Forum: For Players
- Topic: Airship Altitude
- Replies: 32
- Views: 51522
Re: Airship Altitude
Yes, the 3rd edition RaW (game masters companion) is that a head wind or tail wind only imparts a -1 or +1 to a ships ground speed. This seems to imply that only a small percentage of the force of a typical wind is effecting the ships speed. It is up to the individual GMs of course, but the explanat...
- Tue Aug 27, 2019 9:51 am
- Forum: For Players
- Topic: Airship Altitude
- Replies: 32
- Views: 51522
Re: Airship Altitude
Yes, gliding, per see, would not an option, but I would assume that similar situations would arise where a ship looses control, or looses a portion (but not all) of their lift. The rigging gets tangled or damaged. Various important things (rudders, etc) get damaged or fall off. Something goes wrong ...
- Tue Aug 27, 2019 12:31 am
- Forum: For Game Masters
- Topic: Question: Thread Weaving and Spellcasting
- Replies: 5
- Views: 9984
Re: Question: Thread Weaving and Spellcasting
an observer in the material world simply sees the magician concentrate, speak a few words and make some gestures to cast a spell. I personally consider that the spellcasting "process" starts with the thread weaving, and that while weaving the thread the spell is already starting to gather it's powe...
- Tue Aug 27, 2019 12:05 am
- Forum: For Players
- Topic: Airship Altitude
- Replies: 32
- Views: 51522
Re: Airship Altitude
I like this thread too, and thought of more antidotes to illiterate points which GMs might want to incorporate. Non-pilots assume that lower is safer. That is almost never true. 100 feet of height is more than enough to kill you if you fall or crash. You are not more dead, or even more likely to be ...