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Sailing in D&D
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<blockquote data-quote="Mark Plemmons" data-source="post: 1351897" data-attributes="member: 1287"><p>Well, at the risk of tooting my own horn, I'd suggest checking out "Salt & Sea Dogs: the Pirates of Tellene." I worked really hard on Chapter 6: Ships, trying to make it as realistic as possible, while still keeping a ship construction system that emulates the D&D v3.5 rules AND making sure their already-mentioned ships don't get screwed up.</p><p></p><p>It basically follows these steps:</p><p>- come up with a concept</p><p>- choose ship type (galley, keelboat, longship, rowboat, sailing ship, warship). Each type has traits (such as size, space/reach, hull/rigging hardness, AC and base speed), and features (draft/length/beam, # of decks, crew, cargo wt). These traits and features modify other aspects of the ship, such as weapon spaces and weight (weight = ((length x beam x draft) / 1,350) - current cargo), to name a couple.</p><p></p><p>At this point, you've got a very basic ship. Then you can choose to add/modify aspects of the ship, like sails and oars (which affect speed), special attacks, special qualities, and so on. It's a lot like designing a monster, but with more math, since most things affect something else. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> For example, exceed your cargo tonnage, and your ship's Seaworthiness, speed and maneuverability suffers. But you can design your ship with special qualities, such as increased cargo space, to offset that. It really allows a lot of variation within WotC's six basic ship types.</p><p></p><p>There's also predesigned ships and ship templates, for those that don't want to create a ship from scratch.</p></blockquote><p></p>
[QUOTE="Mark Plemmons, post: 1351897, member: 1287"] Well, at the risk of tooting my own horn, I'd suggest checking out "Salt & Sea Dogs: the Pirates of Tellene." I worked really hard on Chapter 6: Ships, trying to make it as realistic as possible, while still keeping a ship construction system that emulates the D&D v3.5 rules AND making sure their already-mentioned ships don't get screwed up. It basically follows these steps: - come up with a concept - choose ship type (galley, keelboat, longship, rowboat, sailing ship, warship). Each type has traits (such as size, space/reach, hull/rigging hardness, AC and base speed), and features (draft/length/beam, # of decks, crew, cargo wt). These traits and features modify other aspects of the ship, such as weapon spaces and weight (weight = ((length x beam x draft) / 1,350) - current cargo), to name a couple. At this point, you've got a very basic ship. Then you can choose to add/modify aspects of the ship, like sails and oars (which affect speed), special attacks, special qualities, and so on. It's a lot like designing a monster, but with more math, since most things affect something else. :) For example, exceed your cargo tonnage, and your ship's Seaworthiness, speed and maneuverability suffers. But you can design your ship with special qualities, such as increased cargo space, to offset that. It really allows a lot of variation within WotC's six basic ship types. There's also predesigned ships and ship templates, for those that don't want to create a ship from scratch. [/QUOTE]
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