Raduin711
Hero
Ok, just to clarify I am not a long time fan of spelljammer, and only recently bought the PDF from RPGnow. I thought I would jot down some of my thoughts on a conversion...
-Ship Combat as a Skill Challenge?
Now I like the idea of the party working together to run their very own ship. Unfortunately I have yet to see a version of D&D that made naval combat fun for every character. When we played Savage Tide, most players put ranks in Profession: Sailor, and the player who had the highest bonus was the best, end of story.
I don't like this. I want the players to each have their own areas of expertise, and each contribute something to a battle.
As a lot of people have noticed, there aren't profession skills any longer either... so what to do?
So why not give each pc a ship profession for free? and instead of the umbrella skill profession: sailor, give each of them a particular duty on the ship?
Like for instance one person can man the helm, another can man the sails, another can be on repair duty, another can man the cannons, etc.
So for purposes of this game, each player picks one of the following skills, free: Navigation, Sailing, Carpentry, Cannoneering.
I was thinking for purposes of naval combat, you could treat the whole thing like a skill challenge, and have Nav and Sailing working to raise the number of successes, Cannoneering adding failures to the enemy ships, and carpentry "healing" failures that were added by the enemy's cannoneers.
My one complaint about Spelljammer is that it seems to put a lot of control in the hands of one player. The player manning the helm in spelljammer
-Controls the direction of the ship
-Propels the ship forward
-Has an extrasensory perception of the ship as though he were sitting at the aft deck (no matter where he is in the ship) and everything nearby, feeling damage to the ship as pain, etc.
I would rather see a lot of these roles split up. It almost seems like in practice nobody would have anything to do in ship combat besides the helmsman.
One person could be an engineer, feeding residuum into a sort of magical furnace, which could use magic to fill the sails with wind. Then this puts maintaining the speed in the hands of the people who man the sails, giving them a job to do as well. This would leave the helmsman in charge of steering, with a little bit of sensory information.
Also, one major problem that I have read about in SJ is that helms cost upwards of 100,000 gp. Players who win a sea battle and salvage the helm can make a mint by selling them for even a fraction of the cost.
A 4e solution would be that helms are created and simultaneously bonded to a pilot by way of a ritual. From that moment on, the only person who can use the helm is the person it is bonded to. A helmsman could transfer command to another person at will, if he desired, or even destroy the link, effectively destroying the helm. Upon death of a helmsman, the helm is lost. This solves the Helm problem by making it impossible to salvage; the only way to gain a helm is to have it given by free will.
So what do you guys think?
Should Helms be rituals?
Should Helms have all the powers associated with them as they did in 2nd edition, or should we tone them down to give other players something to do?
What do you think of making a bunch of profession checks for the purposes of skill challenges / naval combat, and just handing them to the players? I see no reason to use this as a way of cutting into the players skills, which are limited enough as they are.
Does anyone have any other ideas in regards to 4e sailing/spelljammer?
-Ship Combat as a Skill Challenge?
Now I like the idea of the party working together to run their very own ship. Unfortunately I have yet to see a version of D&D that made naval combat fun for every character. When we played Savage Tide, most players put ranks in Profession: Sailor, and the player who had the highest bonus was the best, end of story.
I don't like this. I want the players to each have their own areas of expertise, and each contribute something to a battle.
As a lot of people have noticed, there aren't profession skills any longer either... so what to do?
So why not give each pc a ship profession for free? and instead of the umbrella skill profession: sailor, give each of them a particular duty on the ship?
Like for instance one person can man the helm, another can man the sails, another can be on repair duty, another can man the cannons, etc.
So for purposes of this game, each player picks one of the following skills, free: Navigation, Sailing, Carpentry, Cannoneering.
I was thinking for purposes of naval combat, you could treat the whole thing like a skill challenge, and have Nav and Sailing working to raise the number of successes, Cannoneering adding failures to the enemy ships, and carpentry "healing" failures that were added by the enemy's cannoneers.
My one complaint about Spelljammer is that it seems to put a lot of control in the hands of one player. The player manning the helm in spelljammer
-Controls the direction of the ship
-Propels the ship forward
-Has an extrasensory perception of the ship as though he were sitting at the aft deck (no matter where he is in the ship) and everything nearby, feeling damage to the ship as pain, etc.
I would rather see a lot of these roles split up. It almost seems like in practice nobody would have anything to do in ship combat besides the helmsman.
One person could be an engineer, feeding residuum into a sort of magical furnace, which could use magic to fill the sails with wind. Then this puts maintaining the speed in the hands of the people who man the sails, giving them a job to do as well. This would leave the helmsman in charge of steering, with a little bit of sensory information.
Also, one major problem that I have read about in SJ is that helms cost upwards of 100,000 gp. Players who win a sea battle and salvage the helm can make a mint by selling them for even a fraction of the cost.
A 4e solution would be that helms are created and simultaneously bonded to a pilot by way of a ritual. From that moment on, the only person who can use the helm is the person it is bonded to. A helmsman could transfer command to another person at will, if he desired, or even destroy the link, effectively destroying the helm. Upon death of a helmsman, the helm is lost. This solves the Helm problem by making it impossible to salvage; the only way to gain a helm is to have it given by free will.
So what do you guys think?
Should Helms be rituals?
Should Helms have all the powers associated with them as they did in 2nd edition, or should we tone them down to give other players something to do?
What do you think of making a bunch of profession checks for the purposes of skill challenges / naval combat, and just handing them to the players? I see no reason to use this as a way of cutting into the players skills, which are limited enough as they are.
Does anyone have any other ideas in regards to 4e sailing/spelljammer?