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Excerpt from a 5e naval supplement I'm writing
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<blockquote data-quote="Ancalagon" data-source="post: 7084192" data-attributes="member: 23"><p>I like a lot of the things in your scenario - the lengthened rounds, the speed and links to knots, the various targeting areas (crew vs hull). On the other hand, two ships wouldn't fight in such a locale, and a small agile ship would very rarely engage such a stronger opponent. </p><p></p><p>I also note that under very difficult circumstances, 5/15 shot hits - was this a lucky roll? </p><p></p><p>questions/comments</p><p></p><p>- You can target the hull and the crew (good!), but what about targeting the mast/rigging?</p><p>- Different cannon munition... I wouldn't go crazy, but I think cannon balls (range/vs hull), chain shot (vs rigging) and grape shot (vs crew, shortest range) are things to consider.</p><p>- I worry that 5e might be too "coarse" with the advantage/disadvantage mechanism. For example, if a ship has disadvantage to maneuvers due to some local conditions, the enemy captain might forgo shooting at its riggings (no point, it's already at disadvantage), while in real life the enemy captain could do that to make things even *worse*</p><p>- another example might be the gun ranges. "short vs long" seems a bit... simplistic. </p><p>- back on cannons: A big factor here is the skill of the gun crew, not just for accuracy but for *firing rate*. A bad crew could fire maybe once every 5 minutes, while a skilled one could have 3 broadside in the same amount of time.</p><p>- If you haven't done so already, read a few of Patrick O'brian's novels <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p>- as mentioned by others, tech era will really matter</p><p>- cannons will dominate naval warfare as they have waay more range than most spells</p><p>- "Civility" will matter. In the age of sail, there were unwritten but widely honored rules about surrender etc. However, some foes in a D&D world will *not* follow those rules and there will be fight to the death. </p><p>- that whirlpool spell... what level is that? You are correct to point out that "naval casters" would have "naval" spells... something like a burst of speed, fire control, fog cloud or "deflecting" a ship would all be immensely useful. </p><p>- "Familiar" specialist able to communicate long range with a speedy sea bird (for example), or skilled diviners, would also be very useful to scout ahead.</p></blockquote><p></p>
[QUOTE="Ancalagon, post: 7084192, member: 23"] I like a lot of the things in your scenario - the lengthened rounds, the speed and links to knots, the various targeting areas (crew vs hull). On the other hand, two ships wouldn't fight in such a locale, and a small agile ship would very rarely engage such a stronger opponent. I also note that under very difficult circumstances, 5/15 shot hits - was this a lucky roll? questions/comments - You can target the hull and the crew (good!), but what about targeting the mast/rigging? - Different cannon munition... I wouldn't go crazy, but I think cannon balls (range/vs hull), chain shot (vs rigging) and grape shot (vs crew, shortest range) are things to consider. - I worry that 5e might be too "coarse" with the advantage/disadvantage mechanism. For example, if a ship has disadvantage to maneuvers due to some local conditions, the enemy captain might forgo shooting at its riggings (no point, it's already at disadvantage), while in real life the enemy captain could do that to make things even *worse* - another example might be the gun ranges. "short vs long" seems a bit... simplistic. - back on cannons: A big factor here is the skill of the gun crew, not just for accuracy but for *firing rate*. A bad crew could fire maybe once every 5 minutes, while a skilled one could have 3 broadside in the same amount of time. - If you haven't done so already, read a few of Patrick O'brian's novels :) - as mentioned by others, tech era will really matter - cannons will dominate naval warfare as they have waay more range than most spells - "Civility" will matter. In the age of sail, there were unwritten but widely honored rules about surrender etc. However, some foes in a D&D world will *not* follow those rules and there will be fight to the death. - that whirlpool spell... what level is that? You are correct to point out that "naval casters" would have "naval" spells... something like a burst of speed, fire control, fog cloud or "deflecting" a ship would all be immensely useful. - "Familiar" specialist able to communicate long range with a speedy sea bird (for example), or skilled diviners, would also be very useful to scout ahead. [/QUOTE]
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