I've recently got an idea for a new type of combat inspired by the aerial dogfights of WW1. I plan to make this kind of combat fast paced with lots of opportunities for reactions and opportunity attacks, along with some stealth mechanics and things that can disrupt this style of combat and force the flyer back into ground based combat. Unfortunately, I have no idea what I'm doing. I've never finished a homebrew class, let alone made completely new mechanics for combat.
How would you make such mechanics? Are there similar classes and mechanics to what I'm envisioning? Is this something I should save for when I'm more experienced with DMing?
Anyway, my take would be to focus most of the aerial combat around the Chase rules. Then, when the one chasing catches his target, initiate combat. (Maybe treat the winner of the chase as having surprised the enemy.)
If the target escapes, then some sort of contested rolls (perception v stealth maybe?) to determine who spots and begins chasing the other.
Could be fun.
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Old editions had more depth to flight rules. Things like turning radius, climb and dive speeds. I think editions 1-3 had that sort of thing, you might want to look into those.
MCDM's Arcadia Issue 3 "Aces High" by Sam Mannell if you want a play tested and entertaining set of aerial combat rules (including in article subheadings like "Knifefight in a Phonebooth" to lead into aerial grappling and melee. It's based mostly on dogfighting, with the mini game largely about finding a targeting solution on your opponent. But there's also rules for lumbering airship/dreadnought type craft, terminal velocity falling, crashing to the ground and mid air. They're designed for D&D fantasy but I could see them providing the backbone for a 5e Modern or Sci Fi game.
The issue is $12 nowadays, which is a bit steep just for a few pages of alt rules, though there's a lot of good content in the issue beyond it, my favorite 3rd party races actually. If you join their Patreon which I think is $7/month now you get their back catalog.
Anycase, these are professionally designed and tested rules that I think bring the spirit of dogfighting into the game (via 3rd party outlet of good repute).
I've recently got an idea for a new type of combat inspired by the aerial dogfights of WW1. I plan to make this kind of combat fast paced with lots of opportunities for reactions and opportunity attacks, along with some stealth mechanics and things that can disrupt this style of combat and force the flyer back into ground based combat. Unfortunately, I have no idea what I'm doing. I've never finished a homebrew class, let alone made completely new mechanics for combat.
How would you make such mechanics? Are there similar classes and mechanics to what I'm envisioning? Is this something I should save for when I'm more experienced with DMing?
The Dragonlance campaign setting might have rules for aerial combat, since everybody will be riding dragons.
I don't know if you can wait until at least the UA comes out for those rules?
The rules already include things like fly speeds, falling, etc. If you want more than that, you should ask in the homebrew or dm fora.
Optional rules are a perfectly valid topic here.
Anyway, my take would be to focus most of the aerial combat around the Chase rules. Then, when the one chasing catches his target, initiate combat. (Maybe treat the winner of the chase as having surprised the enemy.)
If the target escapes, then some sort of contested rolls (perception v stealth maybe?) to determine who spots and begins chasing the other.
Could be fun.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Old editions had more depth to flight rules. Things like turning radius, climb and dive speeds. I think editions 1-3 had that sort of thing, you might want to look into those.
MCDM's Arcadia Issue 3 "Aces High" by Sam Mannell if you want a play tested and entertaining set of aerial combat rules (including in article subheadings like "Knifefight in a Phonebooth" to lead into aerial grappling and melee. It's based mostly on dogfighting, with the mini game largely about finding a targeting solution on your opponent. But there's also rules for lumbering airship/dreadnought type craft, terminal velocity falling, crashing to the ground and mid air. They're designed for D&D fantasy but I could see them providing the backbone for a 5e Modern or Sci Fi game.
The issue is $12 nowadays, which is a bit steep just for a few pages of alt rules, though there's a lot of good content in the issue beyond it, my favorite 3rd party races actually. If you join their Patreon which I think is $7/month now you get their back catalog.
Anycase, these are professionally designed and tested rules that I think bring the spirit of dogfighting into the game (via 3rd party outlet of good repute).
Jander Sunstar is the thinking person's Drizzt, fight me.