Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*Dungeons & Dragons
Simple rules for sea travel (feedback wanted)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Clint_L" data-source="post: 9083701" data-attributes="member: 7035894"><p>Another suggestion: let the players participate regardless of whether they are officially part of the crew or not. One thing I do on voyages is, when an obstacle is encountered, ask each player what they can do to help out. For example, maybe the barbarian decides they can help keep the wheel steady with their great strength, the rogue wants to help with the sheets, the cleric offers to use guidance wherever needed, and so on. Then have them each make an appropriate ability check and, if the successes exceed the failures, maybe the d20 roll is made with advantage, and disadvantage if vice versa.</p><p></p><p>I dunno, maybe that complicates things too much for what you have in mind. But I find the players really enjoy coming up with inventive ways to help out and feeling like their contribution made a difference one way or the other.</p><p></p><p>Sailing getting safer as they level up comes down to a philosophical difference in the purpose of RPG narrative, I suppose. I'm of the school that if we're going to bother including something in the story, it should be an interesting. So I 100% would make a lock harder to pick at higher levels; the difference would be that instead of breaking into the local merchant's locked drawer, they are now breaking into a vault or something. On the same note, presumably higher level characters are going to more dangerous and exotic places, so the journey could be commensurately more dangerous, if you are that way inclined.</p><p></p><p>And of course sea voyages mostly become moot after about 9th level or so.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9083701, member: 7035894"] Another suggestion: let the players participate regardless of whether they are officially part of the crew or not. One thing I do on voyages is, when an obstacle is encountered, ask each player what they can do to help out. For example, maybe the barbarian decides they can help keep the wheel steady with their great strength, the rogue wants to help with the sheets, the cleric offers to use guidance wherever needed, and so on. Then have them each make an appropriate ability check and, if the successes exceed the failures, maybe the d20 roll is made with advantage, and disadvantage if vice versa. I dunno, maybe that complicates things too much for what you have in mind. But I find the players really enjoy coming up with inventive ways to help out and feeling like their contribution made a difference one way or the other. Sailing getting safer as they level up comes down to a philosophical difference in the purpose of RPG narrative, I suppose. I'm of the school that if we're going to bother including something in the story, it should be an interesting. So I 100% would make a lock harder to pick at higher levels; the difference would be that instead of breaking into the local merchant's locked drawer, they are now breaking into a vault or something. On the same note, presumably higher level characters are going to more dangerous and exotic places, so the journey could be commensurately more dangerous, if you are that way inclined. And of course sea voyages mostly become moot after about 9th level or so. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Simple rules for sea travel (feedback wanted)
Top