That One Guy
First Post
Y'know... I could see this as an HP grind. But, I think it's really something that falls into the hands of the dm. Are the PCs crew or are they the cannons? Is the combat between two smallish freight ships like this or this one versus a bunch of smaller more maneuverable pirate ships? Do the pirates have ranged spells/weapons that they're taking out the ship with or are they killing the crew so that the air ship will collide with the ground in a giant fireball?It works. I would not call it elegant or efficient. A HP grind is not something I'd call elegant. It somewhat fits into the simple easy to use rules of 4e, but that does not make it elegant. And it does not make it fun or dynamic, it just makes it a boring HP slog. Who dies through attrition first would not be a catch phrase I'd want to hang onto my new airship combat rules.
And voicing disagreement does not seem like threadcrapping to me.
This reads like 4e. 4e READS AWFUL. But, in play it is (in my experience) quite fun. Thus, I really think someone should run a mock battle or two. Vary some things up and say how it turns out.
Edit:
"An out-of-control airship moves forward at half speed. Each round, it has a 50% chance of descending. It descends 5 squares for the first 10 rounds it is out of control. After 10 rounds, it descends 10 squares per round. An out-of-control airship that hits the ground after descending more than 20 squares is destroyed."
I interpret this as for the first ten rounds it has a 50% chance to descend 5. After ten, it automatically drops 10 and the 50% is no longer figured in. Does this sound correct?
Edit 2: Cascade of Light... I assume I can give the ship a vulnerability that effectively is saved against on... the pilot's turn?
Edit 3: If a ship's init is synched to a captain's (hypothetically), can a rogue sneak attack the ship? I haven't seen anything in my handy DMG to say they're immune, but I don't have errata memorized or anything.
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