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D&D 5E Brainstorming some better naval combat rules

What do you expect from ship combat, and how have games failed at it?

I've tried Star Wars (three versions), 40K Rogue Trader, Pathfinder, my own version six years ago, and old FASA Star Trek. Rules that work for a tactical board game don't work for an RPG.

Honestly, the best experiences I had were with Rogue Trader, where most skill checks had silly visceral narratives attached. You'd make one die roll to lead a shuttle of marines on a bloody boarding foray, kill hundreds of their crew, and return. You'd roll to reload the cannons faster to increase damage, and there'd be some number of your crew dying too as the mad rush led to dozens being loaded into barrels and inadvertently fired into space. You'd make a communications check to insulate the enemy system, bribe members of the crew, and get a brief mutiny all of which would amount to getting a small penalty to their next piloting roll.

It was over the top. Maybe we're all balancing the power level too low.
 

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Tonguez

A suffusion of yellow
It might be getting too much into micro details but could a ships crew be divided into bands - H.elm, Propulsion, Rigging/Deck and Hull where all four need to be working in harmony (succeeding on a skill check) to complete a ships maneuver. If anyone fails the maneuver is made with disdavantage.
It also means that in combat different parts of a ship can be targetted


CREW BANDLEAD bySTATDAMAGED
Helm (Rudder and Steering crew)CaptainDex provides a bonus to initiative and maneuversShip can not maneuver
Propulsion (Sails crew)FirstMate/PilotWis provides a bonus to speed and difficult terrain.Ship is slowed and Adrift
Deck and RIgging crewBo'sunStr provides a bonus to ship AC and attack.Ship is listing -10 skill checks
Hull crewQuartermasterCon grants the ship temporary HP each turn.Ship taking on water


SIngle Officers give additional bonuses
Pilot - Wis bonus in difficult terrain
Navigator - Int bonus to maneuvers into wind
Master - Cha bonus to Bow AC and Saves
Guunnery - weapons proficiency (raking bonus)


according to Wikipedia Herman Melville talks about the crew being divided into the starboard and larboard watches and then three bands:;
  1. the sheet-anchor men, whose station was forward and whose job was to tend the fore-yard, anchors and forward sails;
  2. the after guard , who were stationed aft and controlling the position of the sails (mainsail, spanker and the various sheets),;
  3. the waisters, who were stationed midships and had maintenance duties under the bosun.;
  4. and the holders, who occupied the lower decks of the vessel and were responsible for the inner workings of the ship.
 

Coroc

Hero
I actually want to avoid having the PCs take their own class based actions in naval combat, because that encourages weird, hard to run close-but-not-melee combat where you snipe enemy crew or whatever. And then if you extrapolate that, you have a hundred people with bows feathering each other and not boarding.

While that could be an intense scene in a movie or video game, D&D isn't designed for it. Most characters would have nothing interesting to do at that range.

That's why I set my round to one minute and the scale to 1 square equals 100 feet. Most attacks in 5e can't even reach 100 feet, and if you get adjacent we hop to normal combat. Also, late medieval sailing ships could top out at about 8 knots, which is a Dash if your speed is 400 feet.

And by making ships creatures, it's easy to have fights with multiple ships, or with, like, a pair of sea serpents attacking the party.

I think 5e combat has the right amount of complexity, and I want that same level of complexity for naval combat. But since the game isn't primarily naval, I don't want to make proficiencies in vehicles that critical.

Ok, when you use ships manned with hordes of NPC mariners then your approach makes more sense eventually.

8 knots is 8 seamiles or so which is 8*1,8km/hour which is 14,4km/hour or 9 miles/hour. While you are correct in that this equals roughly the velocity a humanoid can reach while dashing, your 400 feet speed does not make sense. Characters have their speed given as 30(feet) for humans e.g. Dash doubles that for 60 feet, all per round so per 6 seconds. It accounts armor and other stuff carried so this seems quite rational.
World record for 300 feet sprint might be 10 seconds so roughly 2 D&D rounds but that is an unencumbered athlete. So I do not get were your 300 ft or 400 ft comes from or did I misunderstand something?
 

Horwath

Legend
Ok, when you use ships manned with hordes of NPC mariners then your approach makes more sense eventually.

8 knots is 8 seamiles or so which is 8*1,8km/hour which is 14,4km/hour or 9 miles/hour. While you are correct in that this equals roughly the velocity a humanoid can reach while dashing, your 400 feet speed does not make sense. Characters have their speed given as 30(feet) for humans e.g. Dash doubles that for 60 feet, all per round so per 6 seconds. It accounts armor and other stuff carried so this seems quite rational.
World record for 300 feet sprint might be 10 seconds so roughly 2 D&D rounds but that is an unencumbered athlete. So I do not get were your 300 ft or 400 ft comes from or did I misunderstand something?

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