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4e naval combat (alpha version)
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<blockquote data-quote="knightofround" data-source="post: 5259589" data-attributes="member: 27884"><p>Not bad, but I think basing 4E naval combat off the 4 combat roles is going to become more of a headache than its worth. Because you can sail a small boat just fine all by yourself; you can be a leader, controller, striker, and defender all wrapped up in one. </p><p></p><p>Moving up to a bigger boat means that you need more riggers, and maybe more gunners (although really, with D&D all you need is one decent level caster unless all boats are fire-retardant)... but you don't need any more captains or pilots.</p><p></p><p>I think you would be better off making brand new roles. Instead of having different roles on a single ship, what about different roles for different ships. You could have: </p><p></p><p>Rammers, which are big, fast, and best at close naval combat (ie boarding actions). </p><p></p><p>Gunners, which are big, slow, and best at ranged naval combat (ie standoffs). </p><p></p><p>Runners, which are small, agile, and well balanced between close and ranged naval combat.</p><p></p><p>Basically you'd aim to keep your Gunners alive by blocking with your Rammers. And then you'd deploy your Runners wherever they're needed the most. You might keep them in reserve to block a Rammer that squeezed through your front line, or send them around hazardous terrain to flank the enemy.</p><p></p><p>If you want to stick with "make the 4 person PC party a ship crew" you could do that...but imo all the fun in naval combat is in the piloting and the captaining. </p><p></p><p>Maybe break it down to two people per ship? One person handling the movement and skill actions, the other handling the standard and minor actions.</p></blockquote><p></p>
[QUOTE="knightofround, post: 5259589, member: 27884"] Not bad, but I think basing 4E naval combat off the 4 combat roles is going to become more of a headache than its worth. Because you can sail a small boat just fine all by yourself; you can be a leader, controller, striker, and defender all wrapped up in one. Moving up to a bigger boat means that you need more riggers, and maybe more gunners (although really, with D&D all you need is one decent level caster unless all boats are fire-retardant)... but you don't need any more captains or pilots. I think you would be better off making brand new roles. Instead of having different roles on a single ship, what about different roles for different ships. You could have: Rammers, which are big, fast, and best at close naval combat (ie boarding actions). Gunners, which are big, slow, and best at ranged naval combat (ie standoffs). Runners, which are small, agile, and well balanced between close and ranged naval combat. Basically you'd aim to keep your Gunners alive by blocking with your Rammers. And then you'd deploy your Runners wherever they're needed the most. You might keep them in reserve to block a Rammer that squeezed through your front line, or send them around hazardous terrain to flank the enemy. If you want to stick with "make the 4 person PC party a ship crew" you could do that...but imo all the fun in naval combat is in the piloting and the captaining. Maybe break it down to two people per ship? One person handling the movement and skill actions, the other handling the standard and minor actions. [/QUOTE]
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