D&D 5E Excerpt from a 5e naval supplement I'm writing

I'm not focusing on rules here, but more the style of play and amount of decisions required. Based on this example of play, do you think you'd be interested in these rules if you ran naval scenario?

(If I published this, I'd include some mock-ups of a map of the environment, to help understand how the ships move relative to each other.)

[h=4]Play Example[/h]The PCs are seeking a dungeon that’s supposed to lie somewhere along a river that cuts through a rainforest. Monsoon storms have overflown the banks, and now the water level is halfway to the forest’s canopy. Their schooner, On Silver Sails, has five cannons per broadside, and enchantments on its sails provide it great speed and maneuverability.

The PCs spot a warship, the Nergal, 2000 feet upstream, heading their way. The PCs’ cleric has heard of this ship of the damned. He warns that the Nergal’s topsail bears an enchanted weapon – a clawed star woven into the fabric, crackling with unholy fire – and its gun decks carry a total of fifteen cannons per side.

The PCs know they could flee and outrun the Nergal, but they need to deal with it if they want to explore for the dungeon. The captain orders battle stations, and combat begins.

Round One
The PCs decide they’ll weave through the flooded woods, trying to stay in cover as they close the distance. The wizard will pilot, the fighter acts as lookout to help navigate, and the cleric inspires the sixteen crew members to work harder and try increase the ship’s speed. The captain (a rogue) directs the crew to go about their tasks quietly, and even orders a few sailors to make a big show of setting up useless rigging, all in a bid to hide their intentions.

The two captains roll initiative, and thanks to the PC captain’s gambit, the Nergal fails and has to act first.

The Nergal’s base speed is only 6 (meaning it moves 600 feet in a minute, or about 6 knots). To represent the actions of the vessel’s officers, the GM chooses one simple set of orders for the ship, in this case the ‘Heave To’ order, which slows the ship to speed 3 so its cannons have more time to aim. The ship advances a leisurely 300 feet, turning slightly in the middle of the river to bring its broadside to face the party’s ship downstream.

On Silver Sails has a base speed of 8. The wizard pilot makes an initial piloting check and manages to coax a little extra speed, and with the aid from the cleric’s inspirations the crew up the ship's speed to 10. But once they sail into the forest, they’re in difficult terrain, so the ship advances slowly. One patch of forest is particularly dense, forcing the wizard to make another piloting check, and despite the fighter acting as lookout he fails. The ship becomes caught!

After the Piloting stage, the two ships are 1200 feet away, long range for their cannons, but out of range of the Nergal’s deadly flaming brand. The forest between them grants each side cover, but On Silver Sails is heading on a course that keeps its cannons from firing back.

The Nergal unleashes a barrage of fifteen cannons. With the disadvantage from range, the bonus from ‘heaving to,’ and the cover of the trees, five shots hit, dealing 200 damage out of the ship’s 610 HP total. The NPC crew makes a Dexterity save to avoid exploding splinters and being hit directly by cannonfire, but they fail and so take 20 damage out of their shared HP total of 80.

Round Two
The captain concludes that his initial strategy was an unmitigated disaster, but the urgent concern now is getting unstuck from the forest.

Again, the two captains make initiative checks, and On Silver Sails loses. The fighter directs efforts to get the ship unstuck, mostly relying on brute strength to shove the ship away from trees. The cleric tries to get injured crew back on their feet, and he manages to heal the damage the crew took last turn. The wizard pilot has an idea he thinks will save them, and so the captain takes the ship’s wheel. The ship manages to break free, and the captain winces as he scrapes his way roughly through the forest, steering his vessel 400 feet closer to the Nergal but staying at the edge of the forest.

The Nergal wants to close for the kill, but normally it takes a round to reload cannons, so it chooses the ‘Fire at Will’ order, letting it fire five of its cannons right away. It corrects its course down the flooded river, coming within 300 feet, within close range for its cannons and the supernatural weapon on its topsail.

That’s just close enough for the PC wizard’s trick. He casts control water and creates a whirlpool beneath the Nergal right as it’s about to open fire. The enemy pilot has to make a piloting check with disadvantage, but fails, and the ship is spun in the direction of the wizard’s choice. The infernal galleon’s broadsides rotates away, ruining its chance for a destructive barrage, and exposing the ship’s aft. On Silver Sails fires its own cannonade, and at point-blank range three of the five cannons strike true, dealing 120 damage to the Nergal (out of 800 HP). The infernal crew succeed their saving throw, and so only take half damage – 6 HP from their pool of 160.

The Nergal’s doesn’t fire its broadside, but its topsail brand can tack in any direction, and it flares like a golden beacon above the swollen river. A beam of hellfire cuts across the water, boiling up steam as it tracks toward On Silver Sails, but the attack narrowly misses, instead setting part of the forest ablaze.

From three hundred feet away, the party sees the enemy captain, clad in a black coat with rusted iron trim, smile with dry amusement, then give an order. As well as the PCs can read lips, they think he said, “Kill their wizard.” For a moment it seems like the entire crew of the infernal galleon has a five-talon fiery nimbus floating behind their heads, like a hellish halo. The PCs suspect attempting to board would be a fight they couldn’t win.

Round Three
The PCs know they need to pepper the Nergal with cannonfire to soften its crew, while staying out of the path of its broadside. Toward that end, the wizard pilots again, and the cleric shouts for the crew to help the wizard with the risky maneuvers he’s going to be pulling. The captain corrals the gunnery crew and tells them to focus fire on clusters of enemy crew, which speeds up reloading and grants the fighter advantage on his attack roll with the cannon battery.

The PCs win the initiative, so the Nergal is forced to move first.

It has to been spun in the wrong direction by the wizard’s whirlpool, so it will be hard to avoid crashing into the forest. It would make sense for him to give the ‘Full Sail’ order, but the captain nevertheless chooses ‘Heave To,’ to make the ship’s aim easier. The galleon navigates out of the whirlpool and cuts a clumsy wide turn across the river. On Silver Sails, meanwhile, keep its speed high enough for it to sweep in behind the infernal galleon and level a broadside from 400 feet away - close range for its cannons, but long range for the brand.

During the gunnery stage, the Nergal aims its fiery brand backward at the PCs’ ship, focusing on the wizard’s location, and despite it being at long range, the burning beam hits. It deals 200 damage just by itself, and On Silver Sails namesake sails have caught on fire. The strike also cuts a swath across the deck, incising black talon-shaped burns into the wood and dealing 20 damage to the crew. The wizard also takes 20 damage, since he was specifically targeted.

Now it’s the fighter’s turn, and he times the cannon volley to strike clusters of enemy crew, using one of his class abilities to boost his attack roll. All five cannonballs land solid hits, but because he decided to aim at crew the shots do half damage to the ship – only 100 HP instead of 200 – and do double damage to the crew – 40 HP instead of 20.

Cursed sailors of the black galleon are blasted overboard or flee for cover despite their captain’s threats. A few more passes like that and the party might be able to board the ship and force a surrender, but the PCs will need to deal with the fire before it spreads and cripples their ship.
 

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Looks like fun. I can kind of get a read on the kind of mechanics you will be using, although my (extremely limited) knowledge of sailing puts up a question. Was The Nergal sacrificing any speed when firing the brand, having turned one of its sails the wrong way around?

Also, is this kind of combat, with enchanted sails and what-not, considered "high-level" for the purposes of the ships? Or will something like a 3rd-5th level party be able to get nice enchantments as well?

Altogether, I would be willing to play in a game like this, as I have had a craving for some good high seas play.
 

I definitely like it, and am a fan of facing and tactical speed decisions for naval rules, because it's that kind of stuff that makes it feel... well, naval.

I do especially encourage the seeming idea of everyone having a part to play -- taking from Starfinder here, just make sure each PC has the ability to take more than only one kind of role, giving each PC an active thing they are doing per round. Just sitting and doing no die rolling because you're "navigating" or "maintaining sails" or something sucks.
 

Personally I wouldnt have chosen a river engagement as example of play especially when a galleon is involved as that ship type is rather unsuited for that task and no sane schooner captain would engage a galleon, even one as severly underarmed as this one.
From your example it looks like you do not take wind into account? That always a tricky decision as wind was so important for Age of Sail combat but makes combat much more complicated. Will it be optional?

The main danger or problem I see is that the naval combat you describe is much more modern than what most settings and campaigns represent. Most settings do not have cannons and guns and I dont think many DMs want to introduce them for naval combat as it would also making them available for other uses.
So if you want your rules to be "plug and play" you should also devote a larger part of the rules to medieval naval combat with galleys and early sailing shios which exchange archer volleys.
 

Personally I wouldnt have chosen a river engagement as example of play especially when a galleon is involved as that ship type is rather unsuited for that task and no sane schooner captain would engage a galleon, even one as severly underarmed as this one.
From your example it looks like you do not take wind into account? That always a tricky decision as wind was so important for Age of Sail combat but makes combat much more complicated. Will it be optional?

The main danger or problem I see is that the naval combat you describe is much more modern than what most settings and campaigns represent. Most settings do not have cannons and guns and I dont think many DMs want to introduce them for naval combat as it would also making them available for other uses.
So if you want your rules to be "plug and play" you should also devote a larger part of the rules to medieval naval combat with galleys and early sailing shios which exchange archer volleys.

That is an easy fix. Replace all mentions of "Cannons" with "Ballista". Unless the DM wants to go even further back, in which case your example of just having archers would work fine.
 

That is an easy fix. Replace all mentions of "Cannons" with "Ballista". Unless the DM wants to go even further back, in which case your example of just having archers would work fine.

Thats not a fix, thats just lazy. A ballista is a very different weapon than a cannon. And using archers has nothing to do with going back, they were still a big part of naval combat around the tech levels D&D represents.
 

Thats not a fix, thats just lazy. A ballista is a very different weapon than a cannon. And using archers has nothing to do with going back, they were still a big part of naval combat around the tech levels D&D represents.

By "Back" I simply meant "If the DM doesn't want Ballista either", not in reference to a specific time period.

And by "replace" I meant in the story above, not in the mechanics. There should be separate mechanics for Ballista and Cannons, but the story above reads like it's from an older time period than cannons if you simply replace the mentions of them with "Ballista".
 

Personally I wouldnt have chosen a river engagement as example of play especially when a galleon is involved as that ship type is rather unsuited for that task and no sane schooner captain would engage a galleon, even one as severly underarmed as this one.
From your example it looks like you do not take wind into account? That always a tricky decision as wind was so important for Age of Sail combat but makes combat much more complicated. Will it be optional?

The main danger or problem I see is that the naval combat you describe is much more modern than what most settings and campaigns represent. Most settings do not have cannons and guns and I dont think many DMs want to introduce them for naval combat as it would also making them available for other uses.
So if you want your rules to be "plug and play" you should also devote a larger part of the rules to medieval naval combat with galleys and early sailing shios which exchange archer volleys.

Agreed, this is quite an unusual scenario. I would have started with two equal ships meeting in open water in a moderate breeze on opposite tacks. What are the available actions for the ship and to each member of the party?
 


Agreed, this is quite an unusual scenario. I would have started with two equal ships meeting in open water in a moderate breeze on opposite tacks. What are the available actions for the ship and to each member of the party?

I specifically went with a more fantastical location because, well, I don't like D&D combats in wide open fields either. An interesting environment makes movement more meaningful. My preference is for naval combat to be like solving a puzzle. The foe and/or environment have some schtick you need to figure out how best to counter.

If it is just two ships in open waters, you can still have interesting scenes. Here's an actual battle from history:

Traditionally, whoever has better ranged weapons wanted to keep their distance as long as possible and wear down their enemy. If two sides were fairly matched, battles could last hours as ships stayed out of range, waiting for an opening to take advantage of. But once ships get within range, mere minutes might pass before one side strikes its colors, lowering their flag as a symbol of surrender.

In 1812, the USS Constitution spotted the HMS Guerriere. Guerriere fired an extreme range broadside, but fell short. It then proceeded to run before the wind for three quarters of an hour, occasionally firing inaccurate broadsides that did no real damage.

Once the range had closed to within a few hundred yards, Constitution’s captain ordered extra sail to be set, and they quickly closed distance. The two ships began exchanging broadsides, with the Constitution to starboard and Guerriere to port. After fifteen minutes of this exchange, during which Guerriere suffered far more damage than the Constitution due to the latter's larger guns and thicker hull, Guerriere’s mizzenmast fell overboard to starboard, acting like a rudder and dragging her around. This allowed Constitution to cross ahead of Guerriere, firing a raking broadside which brought down the main yard. Guerriere’s bowsprit became entangled in the rigging of the Constitution’s mizzenmast

On both ships, boarding parties were summoned, while musket fire broke out from each ship. Only the narrow bowsprit provided a way between the ships, and in the heavy sea, neither side could venture across it. Some of the gunners aboard Guerriere fired at point-blank range into Constitution’s stern cabin, setting the American ship on fire briefly. The two locked ships slowly rotated clockwise until they broke free. The Guerriere's foremast and mainmast both then fell by the board (i.e., snapped off at deck level), leaving her helpless and rolling heavily.

The Constitution ran downwind for several minutes, repairing damage to its rigging, before once again wearing and beating upwind to return to battle. As Constitution prepared to renew the action, the Guerriere fired a shot in the opposite direction to the Constitution.

Sensing that this was an attempt to signal surrender, the Constitution’s captain ordered a boat to take a lieutenant over to the British ship. When the lieutenant walked onto the Guerriere and asked if Guerriere was prepared to surrender, the British captain responded, “Well, Sir, I don't know. Our mizzen mast is gone, our fore and main masts are gone. I think on the whole you might say we have struck our flag.”
 

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