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Velocità minima in avanti


Llewelyn

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Vai a leggerti, per quanto riguarda il volare, la questione della Manovrabilità (scarsa, buona, ottima, perfetta). Li spiega ogni cosa. Le crature con manovrabilità inferiore hanno un movimento minimo da compiere per poter continuare a restare in aria (pensa ad un goffo gargoyle), inoltre vi è tutta una serie di regole a seconda della manovrabilità, per poter effettuare virate cambi di direzione e tutto il resto.

D&D è molto complicato x quanto riguarda il combattimento aereo (3d) :/

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  • 3 anni dopo...

(Ho trovato solo questo thread relativo al movimento aereo)

Se sto volando quando inizia il mio turno, posso "smettere di volare" quindi stallare e precipitare e quindi usare le mie azioni, ad esempio caricare?

Dalle RotG (Rules of the Game): è in inglese, io me lo tradussi per il mio avariel di una vecchia campagna, ma non ritrovo il file.

Stalling and Freefalling

Stalling represents the failure of a flying creature's wings (or other motive agent) to keep the creature aloft. The rules are a little sketchy when it comes to what happened during a stall, so here are some unofficial suggestions.

A stalling creature falls, but it wings provide considerable drag and tend to slow the creature's fall. As noted earlier, a creature falls 150 feet during the first round spent stalling, and it falls 300 feet each round thereafter. Wingless flyers that stall still have some residual lift and fall more slowly than non-flyers.

A flying creature that cannot maintain its minimum forward speed because it has been rendered unconscious, has become paralyzed, has become magically held, or becomes unable to move for some other reason stalls at the beginning of its first turn after the debilitating effect occurs.

A stalling creature can take no actions, except to recover from the stall. It loses its Dexterity bonus to Armor Class (if any) while stalling. As noted earlier, recovering from a stall requires a Reflex save (DC 20).

A stalling creature falls more or less straight down, but it also tumbles and spins erratically. Melee or ranged attacks made against a stalling creature have a 20% miss chance.

A nonflyer (or flyer falling through the air) freefalls rather than stalls. A creature in freefall drops 500 feet the first round and 1,000 feet each round thereafter. While in freefall, a creature can attempt a single action each round. It must make a Dexterity or Strength check (creature's choice, DC 15) to avoid dropping any item it tries to use. Spellcasting is possible, but doing so requires a Concentration check (DC 15 + spell level) and if the spell has a material component, the creature must first check to see if it drops the component.

Deliberately Freefalling: A flying creature can simply stop flying and allow itself to drop like a stone. Exiting a freefall requires a full-round action (during which the creature falls 500 or 1,000 feet). A creature with Perfect maneuverability exits a freefall automatically, less maneuverable creatures require a Reflex save (DC 20). If the check fails, the creature stalls (even if it does not have a minimum forward speed), though during its next turn it can attempt to recover from the stall after falling 300 feet.

A creature with average, poor, or clumsy maneuverability suffers 3d6 points of nonlethal damage when it exits a freefall (or when it stalls from a failed attempt to leave freefall) due to the stress on its body. A freefalling creature with a fly speed can automatically recover from a freefall if it receives a feather fall spell, but only after falling 60 feet; the creature suffers no damage from the recovery.

Fast Freefalls: A creature with a fly speed can propel itself downward as a move action, adding up to twice its flying speed to the distance it freefalls. A creature with Perfect maneuverability can make a fast freefall automatically, while less maneuverable creatures require a Reflex save (DC 15). If the save fails, the creature stalls. On a successful check the creature fast freefalls for a full round.

Catching: As a full-round action, a flyer can catch a freefalling creature or object, or a stalling creature, provided that the falling creature or object is at least one size category smaller than the creature attempting the catch.

To make the catch, the creature must make a successful melee touch attack to grab the falling creature or object (a creature can voluntarily forego any Dexterity bonus to AC if desired). If the grab succeeds, the catching creature must make a Reflex save (DC 25) to keep flying. If the save fails by 4 or less, the catcher drops the falling creature or object. If the save fails by 5 or more, the catcher drops the falling creature or object and stalls if it has a minimum forward speed. If the catcher does not have a minimum forward speed, it falls 1d4x10 feet.

Obstacles and Collisions

Because flying creatures cannot always change direction when they wish to, they must take great care to avoid blundering into obstacles or into other creatures.

Maneuvering PastObstacles: To turn and avoid an obstacle at its own altitude, a flying creature must be able to turn in place. If it cannot turn in place, it needs at least 5 feet of space between it and the obstacle if it wishes to turn to avoid a collision (because in an aerial turn you move into the square ahead of you and then turn left or right 45° ). It cannot move diagonally past a corner in the air or on the ground, so any turn you make must carry you past an obstacle's corner before you can fly past it.

If turning to avoid an obstacle isn't possible, it may be possible to climb over or dive under the obstacle. A creature with maximum up or down angle of 45° needs at least 5 feet of clear space between it and an obstacle for every 5 feet it must climb or dive to get over or under the obstacle (you can't move past a corner on a diagonal, even when climbing or diving). A creature with a maximum up or down angle of 60° needs at least 5 feet of clear space between it and an obstacle for every 10 feet it must climb or dive to get over or under the obstacle.

Maneuvering PastCreatures: Flying past another creature works much like flying past an obstacle except that you can move on a diagonal to get past a creature. This makes it slightly easier to pass by without colliding.

Colliding with an Obstacle: Here's another place where the rules don't help much, so here are some more unofficial suggestions.

If you fly into an obstacle and you cannot land there, you must make a Reflex save (DC 15) to avoid damage. If you fail the save, you and the object you strike take damage as though an object of your weight fell a distance equal to half your flying speed before you hit. (If it isn't clear what your speed before the collision was, use your flying speed during your previous turn.) If the object you hit has a hardness of 6 or less, you take nonlethal damage (the object takes normal damage).

Your flying movement stops when you strike, forcing you to stall (even if you don't have a minimum forward speed) and fall straight down. If you're still conscious after the collision, you can make Climb check (DC = surface's DC + 20) to catch yourself and keep from falling. If the surface is sloped (see the Climb skill description), the Climb DC to catch yourself is lower (DC = slope's DC + 10).

Colliding with a Creature: Here's another place where the rules don't help much, so you can use these unofficial suggestions.

You can freely pass through your allies' spaces in the air just as you can on the ground. If you fly into a creature that is not your ally, you effectively attempt to overrun it. You can execute a bull rush against the creature instead, if you wish. An overrun or bull rush normally requires a standard action. If you accidentally enter an enemy's space you must make a Reflex save (DC 15); if you fail, you stall (even if you don't have a minimum forward speed). If you succeed, you can continue with your accidental bull rush or overrun, but you suffer a -4 penalty to all the opposed checks you make to resolve the bull rush or overrun.

As with an overrun attack, the creature can decide not to block your movement, though this might cause the creature to stall (see the section on overruns). If so, you simply move through its space (even if you decide to bull rush the creature). You cannot stop in another creature's square, however, and if your speed isn't sufficient to carry you through the other creature's space, you must attempt an overrun or bull rush.

If the creature is too small to overrun, you must try to bull rush it instead if you can't pass through its space.

If the creature is too big to overrun, you strike it just as if it were an obstacle, and you and the creature take nonlethal damage. Both you and the creature you strike make Reflex saves (DC 15) to avoid damage, but the creature you strike gets a +4 bonus for each size category it is bigger than you. You stall just as if you struck an obstacle. The creature you strike stalls if it fails its Reflex save.

If you are at least three size categories smaller than the creature whose space you are entering (or if you are Tiny, Diminutive, or Fine size) you can enter the creature's space without colliding, bull rushing, or overrunning, but entering the creature's space provokes an attack of opportunity. Likewise, if you are at least three size categories smaller than the creature whose space you are entering, you also can enter the creature's space without colliding, bull rushing, or overrunning, but entering the creature's space provokes an attack of opportunity.

Fonte: http://www.wizards.com/default.asp?x=dnd/rg/20040706a

ciao dal nonno

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Grazie del link.

Però non è del tutto chiaro: c'è scritto che per interrompere una caduta libera ci vuole un'azione di round completo, ma se io invece volessi schiantarmi senza spendere nessuna azione allo scopo di effettuarle DOPO?

Non ho capito insomma se la caduta libera volontaria mi obbliga a fare il TS riflessi per non stallare oppure se posso semplicemente precipitare a peso morto finché non tocco terra, senza spendere azioni.

Per la precisione: quello che sto cercando è un modo per caricare a terra in un round che ho iniziato per aria.

Ho anche un'altra domanda: Se all'inizio del round mi trovo a 4,5 metri da terra, esiste un modo per effettuare un Dive Attack? (sarebbe la carica in volo)

Siccome richiede di scendere 3 quadretti e farne almeno 9 in orizzontale, e dato che mi trovo nel terzo quadretto a partire dal suolo, non sono abbastanza in alto. Ma è possibile descrivere una curva, insomma salire di un quadretto in qualche modo e poi fare il tuffo nello stesso round?

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Grazie del link.

Però non è del tutto chiaro: c'è scritto che per interrompere una caduta libera ci vuole un'azione di round completo, ma se io invece volessi schiantarmi senza spendere nessuna azione allo scopo di effettuarle DOPO?

Non ho capito insomma se la caduta libera volontaria mi obbliga a fare il TS riflessi per non stallare oppure se posso semplicemente precipitare a peso morto finché non tocco terra, senza spendere azioni.

Per la precisione: quello che sto cercando è un modo per caricare a terra in un round che ho iniziato per aria.

Che tu voli, cada o stalli...consumi tempo e quindi azioni. Per ogni condizione di movimento esiste una velocità e un dispendio di azioni.

Non comprendo la necessità di caricare a terra partendo dal volo, considerando che puoi caricare anche in volo, ovviamente terminando la tua carica aterra se il bersaglio non sta volando.

Forse non ho capito quello che chiedi, perché non ne capisco il senso.

Ma se leggo questa domanda:

Se sto volando quando inizia il mio turno, posso "smettere di volare" quindi stallare e precipitare e quindi usare le mie azioni, ad esempio caricare?

la risposta è no.

Ho anche un'altra domanda: Se all'inizio del round mi trovo a 4,5 metri da terra, esiste un modo per effettuare un Dive Attack? (sarebbe la carica in volo)

Siccome richiede di scendere 3 quadretti e farne almeno 9 in orizzontale, e dato che mi trovo nel terzo quadretto a partire dal suolo, non sono abbastanza in alto. Ma è possibile descrivere una curva, insomma salire di un quadretto in qualche modo e poi fare il tuffo nello stesso round?

o son cambiate le regole o stai facendo confusione.

Dive attack richiede che ti muova per almeno 9 metri e che in questa parte di movimento ci siano almeno 3 metri di discesa. Considera che la velocità di volo in discesa raddoppia e considera che i danni da attacchi compiuti in questo modo, se portati con un'arma perforante, raddoppiano. Inoltre il pg con una velocità di volo (salvo dove diversamente ed esplicitamente specificato) può compiere una "azione di corsa" in volo che gli permette di volare X 4 (come correre x4 dei PG a terra), volando in linea retta e perdendo il bonus di destrezza alla CA, come di norma.

ciao dal nonno

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