guildsbounty
First Post
I think I'm going to give this a try. I'd like to have some differentiation between Minor Helms and Major Helms, though, maybe limit the top speed of a minor helm to 5, even if you pump higher level spell slots into it? I also like the idea of being able to boost the ship's speed by sacrificing additional spell slots.
I'm not terribly worried about the cost since my group has only one PC out of 5 who can't use spells of some sort, so they have plenty of slots to go around. I also still don't plan on a bunch of tactical ship combat. I had a chance to do that for Skull & Shackles when we were playing Pathfinder and it didn't really float our boat, so to speak (well, ONE guy liked it, but he goes nuts for anything tactical and crunchy).
Yeah, I do differentiate between a Minor and Major Helm in terms of both top speed, and total size of ship they can move.
A Minor Helm can move anything between 1 and 50 tons, and has a top Speed Rating of 5. Spending zero or one spell level gives you SR 1, above that every two spell levels you expend increases the SR by 1 more. So, 8-9 spell slots produces SR 5
A Major Helm can move anything from 1 to 100 tons, and has a top Speed Rating of 10. Zero spell levels gives you SR 1, each spell level above that increases SR by 1.
There's also optional rules regarding acceleration in the guide I have written up so far...and a Major Helm gets to ignore those rules.