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<blockquote data-quote="reighndragon" data-source="post: 8412125" data-attributes="member: 35732"><p>Thank you for converting this. I think it's a great starting point for naval combat. </p><p></p><p>My main issue is the lack of description of how to incorporate the magical possibilities. Attacking a ship with a spell is clear. But I think a good addition would be to add what for example an engineer could repair if he has access to the mending cantrip. My inclination is to give an engineer advantage on repair checks, because it is so much easier to repair broken lines etc. Could you use the ability of the Shape Water cantrip to freeze the water in a small hole to temporarily stop the water from entering?</p><p>Making repairs is even easier if the Fabricate spell is availlable. I think I would lower DC's for repairing, not just giving advantage.</p><p></p><p>What influence has the Control Water spell on naval combat, or control winds and control weather. I would like to see </p><p>this mentioned in the relevant sections. I think the last two spells would give you the weather gage at least. There are a lot more spells capable of influencing the wind or the weather, so a section on how to use these spells in naval combat would be very useful.</p><p></p><p>And just out of curiosity, how would a literal skeleton crew function on a ship?</p></blockquote><p></p>
[QUOTE="reighndragon, post: 8412125, member: 35732"] Thank you for converting this. I think it's a great starting point for naval combat. My main issue is the lack of description of how to incorporate the magical possibilities. Attacking a ship with a spell is clear. But I think a good addition would be to add what for example an engineer could repair if he has access to the mending cantrip. My inclination is to give an engineer advantage on repair checks, because it is so much easier to repair broken lines etc. Could you use the ability of the Shape Water cantrip to freeze the water in a small hole to temporarily stop the water from entering? Making repairs is even easier if the Fabricate spell is availlable. I think I would lower DC's for repairing, not just giving advantage. What influence has the Control Water spell on naval combat, or control winds and control weather. I would like to see this mentioned in the relevant sections. I think the last two spells would give you the weather gage at least. There are a lot more spells capable of influencing the wind or the weather, so a section on how to use these spells in naval combat would be very useful. And just out of curiosity, how would a literal skeleton crew function on a ship? [/QUOTE]
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