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General Tabletop Discussion
*Dungeons & Dragons
Boat Speed During and Encounter
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<blockquote data-quote="ammulder" data-source="post: 6951097" data-attributes="member: 6864710"><p>I don't think it especially matters whether the numbers are "realistic," but it matters a lot more whether the PCs can influence them. That said, Wikipedia says a rowboat can go 3-4 mph, up to double that for specially crafted speed rowboats (but you gotta figure a medieval version isn't so efficient). The DMG version for 3 people seems different, but the numbers are at least in the ballpark.</p><p></p><p>Anyway, to me the more exciting part is whether the PCs can do anything to affect the speed of the boat. I would definitely allow an Athletics check. If you have a bunch of rowers then a group check, if there are only 3 people on board then maybe individual checks. I'd make the DC 10 and give extra speed depending on how much they make it by. If you're going with 15'/turn then I'd let them do 20' on a basic success, 25' if at least two rowers make it by 5 or more, 30' if two rowers make it by 10 or more, or something along those lines. Let the Cleric give them Guidance. (FWIW Wikipedia also said a rower can double stroke rate, though for a short time only -- and I'm figuring anything tracked in rounds counts as a short time. Once you're up to going by "minutes" I might only allow +5'.)</p><p></p><p>A water elemental would help a lot too, but you didn't say what level the PCs are. A Storm Sorcerer would be handy. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I'd be inclined to allow anything reasonable the PCs come up with to speed it up, because, well, they're the PCs.</p></blockquote><p></p>
[QUOTE="ammulder, post: 6951097, member: 6864710"] I don't think it especially matters whether the numbers are "realistic," but it matters a lot more whether the PCs can influence them. That said, Wikipedia says a rowboat can go 3-4 mph, up to double that for specially crafted speed rowboats (but you gotta figure a medieval version isn't so efficient). The DMG version for 3 people seems different, but the numbers are at least in the ballpark. Anyway, to me the more exciting part is whether the PCs can do anything to affect the speed of the boat. I would definitely allow an Athletics check. If you have a bunch of rowers then a group check, if there are only 3 people on board then maybe individual checks. I'd make the DC 10 and give extra speed depending on how much they make it by. If you're going with 15'/turn then I'd let them do 20' on a basic success, 25' if at least two rowers make it by 5 or more, 30' if two rowers make it by 10 or more, or something along those lines. Let the Cleric give them Guidance. (FWIW Wikipedia also said a rower can double stroke rate, though for a short time only -- and I'm figuring anything tracked in rounds counts as a short time. Once you're up to going by "minutes" I might only allow +5'.) A water elemental would help a lot too, but you didn't say what level the PCs are. A Storm Sorcerer would be handy. :) I'd be inclined to allow anything reasonable the PCs come up with to speed it up, because, well, they're the PCs. [/QUOTE]
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