Ghosts of Saltmarsh: A Review - Page 3
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  1. #21
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    I think they should have split it into a "small keelboat" (about 20' long, 5' wide and have the 3-crew, 4 passenger stats listed here) and a "large keelboat" with the 60' length and about 12-20 crew and up to 30 passengers.

    I'd be happy then. Guess I've got to houserule this.

  2. #22
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    It sounds like it's moderately more likely they made an error in the book on the keelboat's info (either size or crew) than it is that they failed their design check and did it that way on purpose.
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  3. #23
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    House rules are BAD, Fitz! Even when they are used to fix obvious mistakes by the designers! The interwebz says so.
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  4. #24
    The area map has a weird scale...leagues. Assuming land leagues at 3 miles, but then sub-hexes at 7500 yards. Strange...

  5. #25
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    Quote Originally Posted by Broccli_Head View Post
    The area map has a weird scale...leagues. Assuming land leagues at 3 miles, but then sub-hexes at 7500 yards. Strange...
    Even weirder... if the big hexes are 10 leagues (approx. 30 miles) then why did they make the sub-hexes SEVEN of them to the big hex? I mean, yeah, that works out roughly to 7500 yards, but what use is that? A league is supposed to be about an hour's walk. Yet, in D&D 5e, the 10-league, 30 mile hex is about a day's travel. So the small hexes are what? 1 seventh of a day's travel? 86 minutes? What's that good for?

  6. #26
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    Quote Originally Posted by Broccli_Head View Post
    The area map has a weird scale...leagues. Assuming land leagues at 3 miles, but then sub-hexes at 7500 yards. Strange...
    Inherited from the original World of Greyhawk map.

    Also, 20,000 of them under the sea.
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  7. #27
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    Quote Originally Posted by FitzTheRuke View Post
    Before I complain, I'm gonna say that I like what I've read in it so far, but I've got one big beef: They've screwed up a few things in their ships, and I've only taken a cursory pass:

    1: The Galley says it has a "Naval Ram" affixed to it's stern! I'm not sure how a ship rams with it's rear end.

    2: The Keelboat is all sorts of stupid. As written, you can row it 20' in a round with only ONE crew member. This is a SIXTY-foot ship, as listed. 20 feet wide. It's got a map side-by side with a Longship, and it's only a wee bit smaller. The Keelboat lists its maximum capacity at 3 crew and 4 passengers.

    Seven People in a 60' ship. My parent's 20' sailboat held more.

    For comparison, they have the map for the Longboat right beside the one for the Keelboat, and they are only marginally different in size and layout. (It's 70 feet long) And yet the Longship lists a 40-person crew, and a HUNDRED passengers. (Which is actually pretty accurate).

    I think they have two types of small craft mixed together here. I mean, you can probably helm a 60' ship with one (or three) crew, but couldn't row it. As it's designed here, you can helm it, row it, AND fire its ballista with THREE people.

    Clearly, it drives me nuts. (/rant!)
    but but but but (ok I sound like a motor but). But didn't Morrus' pod cast interview had Mike mentioning some one from the coast guard help vet the ship rules.

  8. #28
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    Quote Originally Posted by jasper View Post
    but but but but (ok I sound like a motor but). But didn't Morrus' pod cast interview had Mike mentioning some one from the coast guard help vet the ship rules.
    I havent done a podcast interview.

  9. #29
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    Quote Originally Posted by jasper View Post
    but but but but (ok I sound like a motor but). But didn't Morrus' pod cast interview had Mike mentioning some one from the coast guard help vet the ship rules.
    Their M:tG colleague didn't help with rules, ge helped with content for the random tables for exploration and events.

  10. #30
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    Quote Originally Posted by Morrus View Post
    I havent done a podcast interview.
    My mistake NewbieDm did the pod cast and posted the link in the forum.
    https://newbiedm.podbean.com/

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