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Community
General Tabletop Discussion
*Dungeons & Dragons
Any advice for better vehicle rules?
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<blockquote data-quote="Argyle King" data-source="post: 7216610" data-attributes="member: 58416"><p>I am currently a player in a campaign which has quickly evolved into a game involving a lot of vehicle combat. In particular, ship-to-ship combat between sailing vessels is common.</p><p></p><p>One thing I've noticed is that the rules is pretty vague (and often a bit odd*) when it comes to vehicles. The DM is doing a pretty good job of improvising, but there are still times when the game stalls a bit while the group figures out how to handle something like aiming at the sails of an enemy ship or using chain-shot to target the mast of a ship. </p><p></p><p>(*I have seen the other thread noting D&D vehicle speeds, as an example.e)</p><p></p><p>I'm interested in hearing how others have handled vehicle combat. If there is something I can share with my current DM to maybe alleviate some of the grind which comes from being unsure of how to do certain things or if I can gather a few ideas to use for when I DM a game, advice would be greatly appreciated. </p><p></p><p>Particular issues are as follows: Does D&D treat the entire vehicle as one creature for the sake of HP or would different sections of a ship have their own HP? How much does enchanting a vehicle cost? In D&D worlds, how do you ensure that vehicles and structures aren't easily blown apart by D&D-style magic? What are the vehicle speeds based upon?</p><p></p><p>In my own head, I'm trying to figure out if there is a way to steal some of the ship combat actions from Edge of The Empire and use them in D&D to give characters something to do.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 7216610, member: 58416"] I am currently a player in a campaign which has quickly evolved into a game involving a lot of vehicle combat. In particular, ship-to-ship combat between sailing vessels is common. One thing I've noticed is that the rules is pretty vague (and often a bit odd*) when it comes to vehicles. The DM is doing a pretty good job of improvising, but there are still times when the game stalls a bit while the group figures out how to handle something like aiming at the sails of an enemy ship or using chain-shot to target the mast of a ship. (*I have seen the other thread noting D&D vehicle speeds, as an example.e) I'm interested in hearing how others have handled vehicle combat. If there is something I can share with my current DM to maybe alleviate some of the grind which comes from being unsure of how to do certain things or if I can gather a few ideas to use for when I DM a game, advice would be greatly appreciated. Particular issues are as follows: Does D&D treat the entire vehicle as one creature for the sake of HP or would different sections of a ship have their own HP? How much does enchanting a vehicle cost? In D&D worlds, how do you ensure that vehicles and structures aren't easily blown apart by D&D-style magic? What are the vehicle speeds based upon? In my own head, I'm trying to figure out if there is a way to steal some of the ship combat actions from Edge of The Empire and use them in D&D to give characters something to do. [/QUOTE]
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Any advice for better vehicle rules?
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