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Adventures on the high seas
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<blockquote data-quote="Lanefan" data-source="post: 7083568" data-attributes="member: 29398"><p>Is your intention that most of the adventuring etc. be on board ship, or will the adventures be mostly on the islands with the ships just used to get from A to B?</p><p></p><p>Reason I ask is that if you're looking at a mostly ship-board campaign with ship vs. ship combat and all that, prepare to do lots of making it up on the fly. I can't think of any edition of D&D that's had much by way of rules or even suggestions for naval combat, though with all the 3rd-party stuff out there 3.5 (including PF, close enough) is probably your best bet to find something.</p><p></p><p>Another big question: what cultural era - and thus type of ships - are you considering? There's going to be big differences between Greek trireme combat (lots of ramming) and Viking longship combat (very rare, they usually did their fighting on land) and Trafalgar-era ship-of-the-line combat (lots of slow tacking and maneuvering and missile fire), even more so if your game allows gunpowder and shot.</p><p></p><p>I dreamed up my own system some time ago (though I freely admit to not being entirely confident in it) for Trafalgar-era combat, replacing cannons with ballistae.</p><p></p><p>Another consideration: no matter what else you do, if you aren't well versed in weather and how it works you're going to want to learn some. Tides too, though that's dependent on what setting and-or astronomy you're using and often just comes down to random roll at any given time (though be consistent; high and low tides will usually occur about the same time tomorrow as they did today, for example).</p><p></p><p>Lan-"divine blessings on this ship and all who sail in her"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7083568, member: 29398"] Is your intention that most of the adventuring etc. be on board ship, or will the adventures be mostly on the islands with the ships just used to get from A to B? Reason I ask is that if you're looking at a mostly ship-board campaign with ship vs. ship combat and all that, prepare to do lots of making it up on the fly. I can't think of any edition of D&D that's had much by way of rules or even suggestions for naval combat, though with all the 3rd-party stuff out there 3.5 (including PF, close enough) is probably your best bet to find something. Another big question: what cultural era - and thus type of ships - are you considering? There's going to be big differences between Greek trireme combat (lots of ramming) and Viking longship combat (very rare, they usually did their fighting on land) and Trafalgar-era ship-of-the-line combat (lots of slow tacking and maneuvering and missile fire), even more so if your game allows gunpowder and shot. I dreamed up my own system some time ago (though I freely admit to not being entirely confident in it) for Trafalgar-era combat, replacing cannons with ballistae. Another consideration: no matter what else you do, if you aren't well versed in weather and how it works you're going to want to learn some. Tides too, though that's dependent on what setting and-or astronomy you're using and often just comes down to random roll at any given time (though be consistent; high and low tides will usually occur about the same time tomorrow as they did today, for example). Lan-"divine blessings on this ship and all who sail in her"-efan [/QUOTE]
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