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*Dungeons & Dragons
Control water and sea battles
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<blockquote data-quote="Evilhalfling" data-source="post: 8998914" data-attributes="member: 16991"><p>I realize I'm Necroing, but this is still a hard topic to adjudicate. </p><p></p><p>Next session is two ships: the PCs 20x60 (with 2 decks) and a larger pirate ship 30x90 (3 decks) </p><p>both sides have access to control water. (not sure if PC druid will memorize it though.)</p><p></p><p>Neither side should want to destroy the other (at first) because the PCs would like a bigger ship, and the pirates don't want to sink the treasure.</p><p>I'm going to HR that control water can just be used to end a similar effect as if it was dispel magic. but if the battle goes poorly for the pirates, and their Kraken priest is still alive he is going to use this spell to do as much damage as possible.</p><p></p><p>I might agree to call a single-decked Keel ship (20x60) huge, but these two clearly larger.</p><p>so Flood is useless, Whirpool is a 50x50 cube that pulls things within 25' toward it 10' per round. Creatures get a str check to break free. (vs spell dc)</p><p>I think a ship should use a sailors skill check to break free instead. This would be a great spell to pull both ships closer together and lock them in a boarding action. (while spinning) if they both start within 100' of each other. This spell will close the gap quickly (not instantly). the damage of 2d8 will be ignored by the 15 hp threshold of ships</p><p></p><p>the problem is with <strong>part water. </strong> Either ship could fall to the bottom of a 100' deep trench (it could be less due to the presence of islands). </p><p>Either ship can technically absorb the falling damage, but the entire crew is going to splatter. (other than PCs & maybe captain)</p><p>and the chances of it being capsized/submerged when the spell ends.. at least 25% perhaps 75% the caster could make it worse by only putting 75% of the ship's length in the trench so that it enters with a near vertical dive.</p><p>If I want to make the spell as benign as possible (ie useful, but not an "I win" button) then I could say that the water parts gently, and settle the boat on the ocean floor (or lower-level waters surface, then lifts it up again when it ends. Functioning like a Hold Monster spell, no save for ships.</p><p>But still trying to sail out of the trench could only be a catastrophe - unavoidable if the ship is already moving. (except by DM fiat) </p><p> a ship entering a wall of water, and floating (not necessarily right side up) 100' to the surface, is pretty much toast, unless designed for underwater travel.</p><p></p><p>Suggestions or thoughts?</p></blockquote><p></p>
[QUOTE="Evilhalfling, post: 8998914, member: 16991"] I realize I'm Necroing, but this is still a hard topic to adjudicate. Next session is two ships: the PCs 20x60 (with 2 decks) and a larger pirate ship 30x90 (3 decks) both sides have access to control water. (not sure if PC druid will memorize it though.) Neither side should want to destroy the other (at first) because the PCs would like a bigger ship, and the pirates don't want to sink the treasure. I'm going to HR that control water can just be used to end a similar effect as if it was dispel magic. but if the battle goes poorly for the pirates, and their Kraken priest is still alive he is going to use this spell to do as much damage as possible. I might agree to call a single-decked Keel ship (20x60) huge, but these two clearly larger. so Flood is useless, Whirpool is a 50x50 cube that pulls things within 25' toward it 10' per round. Creatures get a str check to break free. (vs spell dc) I think a ship should use a sailors skill check to break free instead. This would be a great spell to pull both ships closer together and lock them in a boarding action. (while spinning) if they both start within 100' of each other. This spell will close the gap quickly (not instantly). the damage of 2d8 will be ignored by the 15 hp threshold of ships the problem is with [B]part water. [/B] Either ship could fall to the bottom of a 100' deep trench (it could be less due to the presence of islands). Either ship can technically absorb the falling damage, but the entire crew is going to splatter. (other than PCs & maybe captain) and the chances of it being capsized/submerged when the spell ends.. at least 25% perhaps 75% the caster could make it worse by only putting 75% of the ship's length in the trench so that it enters with a near vertical dive. If I want to make the spell as benign as possible (ie useful, but not an "I win" button) then I could say that the water parts gently, and settle the boat on the ocean floor (or lower-level waters surface, then lifts it up again when it ends. Functioning like a Hold Monster spell, no save for ships. But still trying to sail out of the trench could only be a catastrophe - unavoidable if the ship is already moving. (except by DM fiat) a ship entering a wall of water, and floating (not necessarily right side up) 100' to the surface, is pretty much toast, unless designed for underwater travel. Suggestions or thoughts? [/QUOTE]
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