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Of Ships and Sea: The Problems
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<blockquote data-quote="Lanefan" data-source="post: 7522801" data-attributes="member: 29398"><p>For the same general effect but without gunpowder, use 'tween-decks mounted ballistae with metal tips on the ammunition (or flaming tips, whichever).</p><p></p><p>I have no problem at all imagining Trafalgar-era ships of the line in a D&D setting, only using ballistae instead of cannons. The technology to build the actual ships isn't that much of a jump from the renaissance era, where much of D&D play often seems to occur.</p><p></p><p>The blame here falls squarely on the recent-edition mechanics of having combat rounds be so short. In 1e, where a combat round was a minute, ship-v-ship combat could work not too badly.</p><p></p><p>Any stronghold or home base inevitably ends up becoming a focus. At least a ship can help get you to the adventures. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Yes, this is a problem. Obviously any captain would know the range of these sort of spells and do her best to keep her ship out of said range - here a mechanical solve could be to make the range of naval ballistae considerably more than that of fire spells.</p><p></p><p>Still doesn't help against PCs who can just fly - or water-walk - closer to the other ship, however, and this is the one I just can't solve.</p><p></p><p>Even in real life most warships had archers (or, later, musketeers) on board. Keep in mind, though, that the sea is never still and due to this any archer should be at a penalty to hit anything not on the same ship...again true to real life. The shot that felled Lord Nelson was more sheer blind luck than anything resembling intentional aim. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I've also yet to see anything worth bothering with. I've tried designing my own, for seagoing battles, but as I've never really had the chance to put 'em into action I've no idea if they're any good or not.</p><p></p><p>But yes, seafaring adventures work best if the PCs are low enough level not to have access to flight and-or heavy blast spells.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7522801, member: 29398"] For the same general effect but without gunpowder, use 'tween-decks mounted ballistae with metal tips on the ammunition (or flaming tips, whichever). I have no problem at all imagining Trafalgar-era ships of the line in a D&D setting, only using ballistae instead of cannons. The technology to build the actual ships isn't that much of a jump from the renaissance era, where much of D&D play often seems to occur. The blame here falls squarely on the recent-edition mechanics of having combat rounds be so short. In 1e, where a combat round was a minute, ship-v-ship combat could work not too badly. Any stronghold or home base inevitably ends up becoming a focus. At least a ship can help get you to the adventures. :) Yes, this is a problem. Obviously any captain would know the range of these sort of spells and do her best to keep her ship out of said range - here a mechanical solve could be to make the range of naval ballistae considerably more than that of fire spells. Still doesn't help against PCs who can just fly - or water-walk - closer to the other ship, however, and this is the one I just can't solve. Even in real life most warships had archers (or, later, musketeers) on board. Keep in mind, though, that the sea is never still and due to this any archer should be at a penalty to hit anything not on the same ship...again true to real life. The shot that felled Lord Nelson was more sheer blind luck than anything resembling intentional aim. :) I've also yet to see anything worth bothering with. I've tried designing my own, for seagoing battles, but as I've never really had the chance to put 'em into action I've no idea if they're any good or not. But yes, seafaring adventures work best if the PCs are low enough level not to have access to flight and-or heavy blast spells. [/QUOTE]
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