I'm trying to find a good RPG for air combat. Specifically an RPG, or a wargame where the mechanics can be adjusted to allow for RPG-like mechanics. I am trying to do what's basically an Ace Combat campaign, and need to know what would be some good, simple, fun combat mechanics for jet fighters, with minimal simulatonism.
Any suggestions?
Buddy?
Mason Stewart
>minimal simulatonism Okay, so every turn each player rolls a 1d6. If they get a 6, their plane shoots down an enemy plane. if they get a 1, they get shot down.
Ryan Baker
Is there a way to get more detailed than that without going full-bore 'holy shit, all of the tiny details are gonna fuck me up' and making it overly complicated? That's my main concern for a game like this. Jet-fighter combat is not simple, but I need a way to make it palatable to players.
Grayson Clark
With an afternoon's worth of work you could probably mod just about any highly customizable, setting-free RPG system for it. Fate Core comes to mind, though you'd need an entire new skill list for it.
Luke Martin
Gurps Only downside is a lack of a current Vehicles supplement, but there are workarounds using the spaceships book, and a scaling down article from Pyramid. It's a bit wonky but helps you ballpark the few stats you need on various planes.
Plenty of gun porn in high tech tho, so that's nice
Josiah Rivera
Just make a diceless freeform system where every player gets a turn with a time limit to describe what happens, or something like that, if you like narrativism.
Julian Perez
F-15C Eagle Refresh: 3
Aspects: >4th-Gen Air Superiority Fighter >Not A Pound For Air To Ground >Undefeated Record >Twin-Engine, Single-Pilot >Flying SAM Site
Stunts: >"Solo Wing": Immune to Compels from Aspects related to wing damage or similar.
>Heavy Fighter: May choose to fire more than one AAM attack per turn with AIM-120D Phase-4 AMRAAM. Limited to eight uses total per sortie.
>Coordinated Effort: When vectored by friendly AWACS aircraft, add +2 to Radar checks.
Samuel Lee
It's less a focus on narrativism, and more 'I don't want my players to stare at massive spreadsheets.' Our issue is with extremely complex mechanics, and jet combat is extremely complex. Nobody wants to sit there and actually learn every detail behind jet fighters and how they work for the sake of the game.
I'll look at that one, but we've never been big on GURPS. I'll float the idea.
Never done Fate Core before, so I'll run this by them too, and see if anyone's interested.
Robert Ward
Checks out GURPS Action 2. It has some very nice rules for abstract chase scenes that are easy to port over to dogfighting (you basically just allow the pursuer to become the quarry until someone gets downed instead of ending the "chase" via capture/getaway). The short version is that each participant chooses want they want to do that round -- focus entirely on widening/closing the gap, attacking, tricky shit, etc. -- and roll vs the relevant skill with a bonus for being faster or more maneuverable than the other person. In most cases, this will result in a change in distance between the two pilots e.g. the pursued jet shakes the pursuer and drops the distance between them from Medium to Far (this penalizes most attack rolls) but may call for an evasive maneuvers roll instead.
Honestly the subsystem doesn't really rely too much on GURPS mechanics, so you could always rip the rules from Action 2 and use them in your preferred system.
Michael Mitchell
Okay Get this What if Listen to me What if you refluffed Dive in the Sky
Ethan Bennett
Oddly enough this.
I know the Cult of Fate can be retarded sometimes but one thing Fate can do pretty well is allow the freedom of something like air combat without crazy complex rules. You can simulate shit like "radar lock" "on your six" and "evasive maneuvers" easily enough with Create an Advantage and counter them with Overcome actions.
Nicholas Powell
The pantsless loli game? I understand refluffing it removes the retardation of the source material, but I was under the impression that the mechanics were pretty shit because, y'know, it was made by and for fans of a crappy early/mid-2000s anime that got by entirely on fanservice; it wasn't exactly written thr the most intense of mechanical specifications because no one cared as long as they could play a flying pantsless fox-loli.
Jaxon Ross
Those are some mediocre aspects dude. Aspects are meant to be double-edged swords that either the player or the GM can call on for dramatic effect. What you have is a list of only-good-things and only-bad-things. That's on top of the fact that your aspects aren't really all that narrative in nature; they come off as pretty gamist.
Really, that's the issue with FATE -- no one knows how to make good aspects.
Luke Myers
Buddy?
Nathaniel Hughes
Might be a little harsh there user. I can't really think of a good way to use the first and last ones negatively but the middle three seem fine.
>not a pound for air to ground Easy - Compels versus ground targets, Invokes versus air targets >undefeated record "Because your airframe has an Undefeated Record, you chose to turn and engage that new enemy squadron even though you're outnumbered. Here's your Fate Point." And do I even need to say how it can be invoked? >twin engine single pilot I admit it's an awkward aspect, but twin engines can be invoked for things like overcoming damages, while a single pilot could be compelled for having to divide his attention between flying the aircraft and operating radar and weapon systems.
They're not aspects I'd hold up as being the pinnacle of what an aspect should be, but it's not as bad as you made it out to be either.
Colton Thomas
Fair enough. The middle one about the undefeated record is pretty damn good, but I guess I didn't "get" the other two. Sorry for jumping down your throat m80
Landon Richardson
OP here. That actually sounds pretty dope.
do you have a reason to fight yet
So, how would you emphasize roleplaying in a Fate game about jet-fighter pilots? Asking as a relative rookie GM who's only just now looking at the mechanics.
Andrew Lee
No, I flaked.
Blake Gutierrez
Wait, shit, I don't think you're in my group. I was just spouting ACZ lines. Sorry buddy.
Hunter Peterson
yeah nah i was talking about another group lad
Angel Bennett
I'd look at the movie Top Gun or something. Roleplaying in a game like Fate isn't THAT different than roleplaying jet fighter pilots in any other system other than that Fate gives you some more tools to help make things more proactive for the players.
Blake Clark
Pick your favorite RPG, then grab the rules from the X-wing minis game when it's time for air combat?
Nicholas James
Play the Ace Combat games over again, especially Five and Zero. Really take note of how they use the planes and their pilots as characters, even in the air. It might give you some inspiration.
Jackson Watson
In Harm's Way: Wild Blue Probably the best option to play mercenary pilots out of the box.
Mercenary Air Squadron A simple table-top mercenary pilot table-top game. The combat system can be very easily adapted to your favorite RPG system.
Mekton Zeta and Mekton Zeta Plus Let's you create all kind of vehicles and weapons and use them in combat.