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General Tabletop Discussion
*Dungeons & Dragons
Control water and sea battles
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<blockquote data-quote="FreeTheSlaves" data-source="post: 7943346" data-attributes="member: 9952"><p>Okay, this 4th level wizard/cleric spell seems super-powerful in sea battle at first glance. The 'Flood' option in particular can wash vessels up to 300' in a direction of your choosing with a 25% capsize chance.</p><p></p><p>But I personally don't want it to be an 'I win' move which inevitably results in 2 opposing spell casters fling each other's ships about willy-nilly. So, I got to thinking.</p><p></p><p>Size matters. Specifically greater than huge size, you're not getting moved by this spell. Now the MM defines monster gargantuan size as 20' x 20' or larger. </p><p></p><p>Quick internet search tells me longships were classified by oars and crew capacity; </p><p> - Busse 160' long with 35 pairs of oars holding 80 vikings, </p><p> - Skeid 100' long 30 pairs of oars 70 vikings, </p><p> - Snekkja 60' 20 pairs 40 vikings (very common build)</p><p> - Karvi 60' but more narrow than the Snekkja 12-32 pairs</p><p></p><p>Off hand, I'd say the Busse and Skeid are gargantuan simply on grounds of holding 70-80 guys. The common Snekkja seems to be what the PHB longship is modeling and it's anybodies guess whether it's bigger than huge.</p><p></p><p>As for the 25% capsize chance, I'm inclined to think that a summoned water elemental (the CR6 mage could cast) would negate that if it were instructed to use its action to stabilize a ship's hull. Of course this would require forewarning as elementals are summoned for only an hour.</p><p></p><p>Has anyone run sea battles with Control water? How did you rule on size? And what tactics or counter-measures emerged?</p></blockquote><p></p>
[QUOTE="FreeTheSlaves, post: 7943346, member: 9952"] Okay, this 4th level wizard/cleric spell seems super-powerful in sea battle at first glance. The 'Flood' option in particular can wash vessels up to 300' in a direction of your choosing with a 25% capsize chance. But I personally don't want it to be an 'I win' move which inevitably results in 2 opposing spell casters fling each other's ships about willy-nilly. So, I got to thinking. Size matters. Specifically greater than huge size, you're not getting moved by this spell. Now the MM defines monster gargantuan size as 20' x 20' or larger. Quick internet search tells me longships were classified by oars and crew capacity; - Busse 160' long with 35 pairs of oars holding 80 vikings, - Skeid 100' long 30 pairs of oars 70 vikings, - Snekkja 60' 20 pairs 40 vikings (very common build) - Karvi 60' but more narrow than the Snekkja 12-32 pairs Off hand, I'd say the Busse and Skeid are gargantuan simply on grounds of holding 70-80 guys. The common Snekkja seems to be what the PHB longship is modeling and it's anybodies guess whether it's bigger than huge. As for the 25% capsize chance, I'm inclined to think that a summoned water elemental (the CR6 mage could cast) would negate that if it were instructed to use its action to stabilize a ship's hull. Of course this would require forewarning as elementals are summoned for only an hour. Has anyone run sea battles with Control water? How did you rule on size? And what tactics or counter-measures emerged? [/QUOTE]
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