diaglo
Adventurer
FrostedMini1337 said:Very nice though. Pleasing to read. The lingo makes me want to run a see campaign.
diaglo "I'll see your campaign and raise you one -- in bed" Ooi
FrostedMini1337 said:Very nice though. Pleasing to read. The lingo makes me want to run a see campaign.
FrostedMini1337 said:My only suggestion is that I'd down the number of crew damaged on any non-crew critical, or increase the damage on crew criticals. If you wanna keep it the same across the board that i can see that (speeds up combat, keeps it simple), but it seems to degrade the coolness of getting in an extra d10 losses, when I could have gotten an extra d10 losses+other effect.
Very nice though. Pleasing to read. The lingo makes me want to run a see campaign.
Thunderfoot said:Rel - The crew refusing to fight is a good idea (very period) but what about at higher "damage" quotients having them mutiny or abandon ship if the command roll isn't made, so not only do you lose their use for a period but, you lose the crew totally? Just a suggestion, great system BTW. Very gritty.
Rel said:I think this idea definately warrants consideration but I'm not sure I'd want to include it in the critical charts. I think I'd handle it more on an ad hoc basis, taking into consideration the crew loyalty prior to the battle and conditions on the ship in general. So that a poorly fed crew with mates who are quick with the whip is more likely to suffer a mutiny than a ship of well fed, well treated sailors.
diaglo said:if you are gonna go this route. don't forget "reputation" of the enemy (ex. they take no prisoners... kill every last man, woman, and child... walk the plank style)