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<blockquote data-quote="PoorHobo" data-source="post: 5124833" data-attributes="member: 65175"><p>Complex, needless and harsh.</p><p></p><p>The chance of sea sickness goes down with time, keeping it at a flat 50% isn't realistic, fair or fun.</p><p></p><p>The seasick conditions are way too harsh. If a character wakes up to being dazed, weekend, or slowed then they just wait 5 minutes roll again and keep doing so until they succeeded. So all you've added is extra rolling for the sake of rolling because the players can try every short rest and they can take a short rest every 5 minutes. They will succeed its just how much rolling they've got to make until it happens. Unless of course they wake up to combat but if half the party is dazed and weekend and will spend the whole combat that way, no chance of save ending (outside a 30gp vial) then thats not fun either, then they get out of combat and spend as many short rests as needed to remove the condition, more rolling.</p><p></p><p>If the sailing skill is dependent on their highest attribute based off where they can work the most effectively why not let the players choose a skill an roleplay how it affects the functions of the ship and use a skill keyed of what they roleplay? Or even make getting down river or across the sea a skill challenge and be done with it instead of using a made up skill that advances at completely different rate, thats just more bookkeeping. If your adamant about having a skill for it just make it a regular skill that's keyed off of their highest and add one half levels, it still goes up with time as does your skill but already built into the system and doesn't need a separate workspace on the character sheet to tally up days at sea</p><p></p><p>As a player, why not just hire a few NPC sailors who already have a high sailing skill to take us there. Then we buy a couple of vials of sailor's fortitude (a gold tax because you gave them too much?) and hope no one is dazed if we get into morning time combat before spending the 10 - 15 minutes to un-seasick ourselves.</p></blockquote><p></p>
[QUOTE="PoorHobo, post: 5124833, member: 65175"] Complex, needless and harsh. The chance of sea sickness goes down with time, keeping it at a flat 50% isn't realistic, fair or fun. The seasick conditions are way too harsh. If a character wakes up to being dazed, weekend, or slowed then they just wait 5 minutes roll again and keep doing so until they succeeded. So all you've added is extra rolling for the sake of rolling because the players can try every short rest and they can take a short rest every 5 minutes. They will succeed its just how much rolling they've got to make until it happens. Unless of course they wake up to combat but if half the party is dazed and weekend and will spend the whole combat that way, no chance of save ending (outside a 30gp vial) then thats not fun either, then they get out of combat and spend as many short rests as needed to remove the condition, more rolling. If the sailing skill is dependent on their highest attribute based off where they can work the most effectively why not let the players choose a skill an roleplay how it affects the functions of the ship and use a skill keyed of what they roleplay? Or even make getting down river or across the sea a skill challenge and be done with it instead of using a made up skill that advances at completely different rate, thats just more bookkeeping. If your adamant about having a skill for it just make it a regular skill that's keyed off of their highest and add one half levels, it still goes up with time as does your skill but already built into the system and doesn't need a separate workspace on the character sheet to tally up days at sea As a player, why not just hire a few NPC sailors who already have a high sailing skill to take us there. Then we buy a couple of vials of sailor's fortitude (a gold tax because you gave them too much?) and hope no one is dazed if we get into morning time combat before spending the 10 - 15 minutes to un-seasick ourselves. [/QUOTE]
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