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Do you have any driving rules that you like? Be it mechanics to strap to something or a whole system.
Whenever driving comes up, be it racing or long drives, I make up some shit and it feels bad. I want driving to feel cool, like you're doing something different from riding a horse or whatever. Obviosuly you can't recreate the exact feeling of driving, but the same way movies can sell it without the direct feeling there should be some mechanics that work, right?
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>>94764340
Car Wars has always been the standard
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>>94764472
can you use it for more than car vs car combat?
I feel it's too complex to attach it to another game.
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>>94764340
It's never really come up in games I've run, but from a read, I like the Feng Shui 2 chase rules. Simple, not too many moving parts, focuses on the important shit. I seem to remember Savage World having pretty decent ones too, but it's been awhile since I read the book.
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I just play Vroom&Zoom
you either vroom or you zoom
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I like the rules in the Street Knight setting for Cepheus Universal. Basically ordinary driving doesn't require a roll as long as the character knows how to drive but advanced maneuvers do require a roll depending on how difficult the maneuver is. For chases the PC rolls 2d6 + driver skill + any bonus modifiers vs the NPC's driver skill + 2d6 + bonus modifiers. The winner of the roll gains 1 success which you, as the DM, describe narratively. You repeat this procedure for each combat turn until one of the drivers accumulates 3 successes. At that point they've either successfully escaped or successfully managed to cause the other car to crash or be stopped in some manner depending on whether the pursued or the pursuer won the chase.
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>>94764340
Even good mechanics who drive my car leave oil and grease on the steering wheel.
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>>94765700
doesn't that limit the things you can do in the car?
It's like the opposite of using Car Wars
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>>94766426
It's a simple mechanic to simulate a car chase in an urban environment, not a full tactical Car Wars game. Also those are only the drivers, the passengers may be firing weapons at each car as well. The Street Knight setting is basically Knight Rider with a focus on 80s TV show crime fighters in futuristic cars.
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>>94764340
Gaslands is fun, I think does a decent job of getting across the action death race vibe with linked mechanics you can mess with in an engaging way.
Torque is bad. Got it on a sale, probably should have pirated it first.
I hear good things about Atomic Highway but haven't looked at it.
>>94765758
It gets in there man. If its a large shop and the monkey uses enough gloves that always break and towels to actually clean their hands all the time their boss gets mad at them about material cost. And if you're an independent then they get to worry about their own consumables and have too much shit to do regardless.
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File: 81MyGTM1XEL._AC_SL1500_.jpg (178 KB, 1500x1500)
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>>94765398
is thar a thing or you mean the pic?
pretty cute toy tho

>>94764633
do you recall what troves have them or do I have to go to the share thread and get shat on?

>>94766992
I'll check Street Knight. It sounds like something my players could like.
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>>94767100
>Gaslands
I haven't checked it yet, I have it somewhere
>Torq
I was kinda hyped when I read about the movement and obstacle stuff. Then I saw it was a narrative game first and I didn't mind that much, until I saw how shitty the narrative aspect was. It's basically "tell us something cool you did, you next, you next, okay done, back to the road". Kind of a scam.
Really cute manual tho.
>Atomic Highway
I don't recall anything mechanical that stood out to me. But the random crap you find tables are gold for a post-apocalyptic setting. Very expansive, detailed and creative enough to imagine the shop and role play but still extremely mundane and frustrating if you need something in particular. It's good shit.
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>>94764340
1) Roll a dice
2) Compare outcome with char-sheet content
3) ...
4) PROFIT!
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>>94764340
What do you mean? You can describe driving a car however you want.
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>>94767484
I find Troika boring to play

>>94767692
you can describe swining a sword however you want. Even more, you can describe attacking and be done with it.
Mechanics set limitations that bring up new options to the player, they push you to interact in particular ways. ITT someone brought up Torq where you have a map made of squares and every vehicle moves down a spot each round unless they use an action speeding up, it also has mechanics for degrees of damage and repairs.

I don't see how you'd be confused by the idea of different mechanics for the same action pushing different types of gameplay.
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Clueless.
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>>94768121
Is that an update to the Dallas ttrpg?
Please tell me it is
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>>94764340
always be sure vehicle is moving when u turn the steering wheel, else u damage the threads in the tie rods. everyone turns the steering wheel while the vehicle is stationary, yuck
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Clueless.
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>>94764340
I thought Cyberpunk 2020 did some pretty good car mechanics for a chase sequence, but I'm not sure if that was the DM doing the heavy lifting on making it seem cool or not. I did have fun though.



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