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Brainstorming some better naval combat rules
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<blockquote data-quote="Coroc" data-source="post: 7934603" data-attributes="member: 6895991"><p>I did some different thing in a naval vs. air battle, which should also work in naval vs naval. It is occupying all the players also.</p><p>First define the weaponry, use ballista 4d10 area of effect line, dex save avoids, DC =10+Dex mod + prof of the archer, reload 1 rd. , up to catapult 16d20 area of effect line and impact 10' diameter dex save for half damage, DC=10 + Dex mod+prof of operator reload 5 rd. Make some other war machines in between those limits, fitted to your groups level. reach is 500/1500 for medium and long.</p><p></p><p>Area of effect line means the projectile will deal damage on every living being in its line of firing but stop motion on impact of a specifically targeted being or structure, or on hitting any structure in between.</p><p></p><p>If someone targets a living opponent he got to make an attack roll using the devices, the dex saves still apply on a hit. Else the machines deal structural damage make a dex check DC 10 or 15 for medium or long range. Save of the ships captain applies. Attach structural HP to the ships (200-2000)</p><p></p><p>You can submit cannons instead of the more medieval war machines. They need gunpowder then, the amount depending on the size, eg. 1 barrel for the biggest and 1/5 barrel for the one with the ballista stats.</p><p></p><p>Have 1 player man the helm of a ship the others man the weaponry. The weaponry can allow prof in martial weapons, so it is probably making sense to arm the helm with some wizard PC or so.</p><p></p><p>You can add additional rules like a ship only maneuvering at half speed if it lost half of its structure etc.</p><p></p><p>Use some kind of battle map to trace the positions. The ship speeds of 400 to 600 you suggested seem a bit high on first glance, I might be wrong there though.</p><p></p><p>As you can see my approach also supports individual interaction like the sharpshooter engaging into the battle with his normal ranged weapon, or a caster with some spell in real time. I like that better than some abstract set of rulings.</p></blockquote><p></p>
[QUOTE="Coroc, post: 7934603, member: 6895991"] I did some different thing in a naval vs. air battle, which should also work in naval vs naval. It is occupying all the players also. First define the weaponry, use ballista 4d10 area of effect line, dex save avoids, DC =10+Dex mod + prof of the archer, reload 1 rd. , up to catapult 16d20 area of effect line and impact 10' diameter dex save for half damage, DC=10 + Dex mod+prof of operator reload 5 rd. Make some other war machines in between those limits, fitted to your groups level. reach is 500/1500 for medium and long. Area of effect line means the projectile will deal damage on every living being in its line of firing but stop motion on impact of a specifically targeted being or structure, or on hitting any structure in between. If someone targets a living opponent he got to make an attack roll using the devices, the dex saves still apply on a hit. Else the machines deal structural damage make a dex check DC 10 or 15 for medium or long range. Save of the ships captain applies. Attach structural HP to the ships (200-2000) You can submit cannons instead of the more medieval war machines. They need gunpowder then, the amount depending on the size, eg. 1 barrel for the biggest and 1/5 barrel for the one with the ballista stats. Have 1 player man the helm of a ship the others man the weaponry. The weaponry can allow prof in martial weapons, so it is probably making sense to arm the helm with some wizard PC or so. You can add additional rules like a ship only maneuvering at half speed if it lost half of its structure etc. Use some kind of battle map to trace the positions. The ship speeds of 400 to 600 you suggested seem a bit high on first glance, I might be wrong there though. As you can see my approach also supports individual interaction like the sharpshooter engaging into the battle with his normal ranged weapon, or a caster with some spell in real time. I like that better than some abstract set of rulings. [/QUOTE]
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