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Brainstorming some better naval combat rules
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<blockquote data-quote="RangerWickett" data-source="post: 7935015" data-attributes="member: 63"><p>I actually want to avoid having the PCs take their own class based actions in naval combat, because that encourages weird, hard to run close-but-not-melee combat where you snipe enemy crew or whatever. And then if you extrapolate that, you have a hundred people with bows feathering each other and not boarding.</p><p></p><p>While that could be an intense scene in a movie or video game, D&D isn't designed for it. Most characters would have nothing interesting to do at that range.</p><p></p><p>That's why I set my round to one minute and the scale to 1 square equals 100 feet. Most attacks in 5e can't even reach 100 feet, and if you get adjacent we hop to normal combat. Also, late medieval sailing ships could top out at about 8 knots, which is a Dash if your speed is 400 feet.</p><p></p><p>And by making ships creatures, it's easy to have fights with multiple ships, or with, like, a pair of sea serpents attacking the party.</p><p></p><p>I think 5e combat has the right amount of complexity, and I want that same level of complexity for naval combat. But since the game isn't primarily naval, I don't want to make proficiencies in vehicles that critical.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 7935015, member: 63"] I actually want to avoid having the PCs take their own class based actions in naval combat, because that encourages weird, hard to run close-but-not-melee combat where you snipe enemy crew or whatever. And then if you extrapolate that, you have a hundred people with bows feathering each other and not boarding. While that could be an intense scene in a movie or video game, D&D isn't designed for it. Most characters would have nothing interesting to do at that range. That's why I set my round to one minute and the scale to 1 square equals 100 feet. Most attacks in 5e can't even reach 100 feet, and if you get adjacent we hop to normal combat. Also, late medieval sailing ships could top out at about 8 knots, which is a Dash if your speed is 400 feet. And by making ships creatures, it's easy to have fights with multiple ships, or with, like, a pair of sea serpents attacking the party. I think 5e combat has the right amount of complexity, and I want that same level of complexity for naval combat. But since the game isn't primarily naval, I don't want to make proficiencies in vehicles that critical. [/QUOTE]
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