Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Excerpt from a 5e naval supplement I'm writing
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="RangerWickett" data-source="post: 7084314" data-attributes="member: 63"><p>Thanks for the comments and questions.</p><p></p><p></p><p></p><p>The mechanics I have in mind for cannons is that normal ships have an AC of 15, and a normal gunnery crew has an attack bonus of +3, so most shots either miss or hit areas where damage doesn't actually cause any problems for the target.</p><p></p><p>For a cannon volley, you take five cannons and make one roll with a +10 bonus. If you match the AC, one shot hits, plus an extra shot for every 5 you beat the AC by. Since ships have 'damage thresholds' (detailed in the DMG; it's sorta like hardness), this lets volleys of light cannons actually hurt sturdier ships. It speeds up play, which is what 5e is all about.</p><p></p><p>That said, yeah, 5 shots hitting there is slightly above the curve. The <em>Nergal</em> would be making three attack rolls (d20+15 - crew skill +3, +2 for heave to, +10 for volley) vs. AC 20 (15 +5 for three-quarters cover), with disadvantage for range. </p><p></p><p></p><p></p><p>You can either get a lucky strike with a nat 20 critical hit, or if an officer directs the firing crew, he can take a -5 penalty to aim at a specific location for a single shot or volley. Rigging, however, takes half damage from most attacks (fire and chain shot do full damage), since there's not as much to hit.</p><p></p><p> </p><p></p><p>Yep, though most of that goes in the 'advanced rules' section. I imagine a lot of groups will just end up on a ship for a single session, and not want to trawl through pages of options they probably won't use.</p><p></p><p></p><p></p><p>Damaged rigging slows a ship. So if there are rough seas, and shoals you need to avoid, and your rigging is damaged, you'd have disadvantage on the piloting check, and if you succeed you might have spent most of your speed just going through one space. And there's always the GM's prerogative that if the rules don't model what could happen, you can just change things on the fly.</p><p></p><p>I've read <em>Fire As She Bears</em>, and while it does a great job of modeling a lot of granularity in sailing, it slows games down more than I'd enjoy.</p><p></p><p></p><p></p><p>That's a level of simplicity I'm okay with. Between the competing drives of 'scrape for every possible bonus so I win this game,' and 'keep things fast so I enjoy this story,' I lean in the direction of story.</p><p></p><p></p><p></p><p>By default, cannons take 1 one-minute naval round to reload. So it's often fire, jockey for position, fire, jockey for position. You can use an officer action to try to reload some cannons faster, but there's a risk of mishap that causes one of your cannons to explode. If the crew is depleted (i.e., at or below half its max HP), it takes an extra round to load.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 7084314, member: 63"] Thanks for the comments and questions. The mechanics I have in mind for cannons is that normal ships have an AC of 15, and a normal gunnery crew has an attack bonus of +3, so most shots either miss or hit areas where damage doesn't actually cause any problems for the target. For a cannon volley, you take five cannons and make one roll with a +10 bonus. If you match the AC, one shot hits, plus an extra shot for every 5 you beat the AC by. Since ships have 'damage thresholds' (detailed in the DMG; it's sorta like hardness), this lets volleys of light cannons actually hurt sturdier ships. It speeds up play, which is what 5e is all about. That said, yeah, 5 shots hitting there is slightly above the curve. The [i]Nergal[/i] would be making three attack rolls (d20+15 - crew skill +3, +2 for heave to, +10 for volley) vs. AC 20 (15 +5 for three-quarters cover), with disadvantage for range. You can either get a lucky strike with a nat 20 critical hit, or if an officer directs the firing crew, he can take a -5 penalty to aim at a specific location for a single shot or volley. Rigging, however, takes half damage from most attacks (fire and chain shot do full damage), since there's not as much to hit. Yep, though most of that goes in the 'advanced rules' section. I imagine a lot of groups will just end up on a ship for a single session, and not want to trawl through pages of options they probably won't use. Damaged rigging slows a ship. So if there are rough seas, and shoals you need to avoid, and your rigging is damaged, you'd have disadvantage on the piloting check, and if you succeed you might have spent most of your speed just going through one space. And there's always the GM's prerogative that if the rules don't model what could happen, you can just change things on the fly. I've read [i]Fire As She Bears[/i], and while it does a great job of modeling a lot of granularity in sailing, it slows games down more than I'd enjoy. That's a level of simplicity I'm okay with. Between the competing drives of 'scrape for every possible bonus so I win this game,' and 'keep things fast so I enjoy this story,' I lean in the direction of story. By default, cannons take 1 one-minute naval round to reload. So it's often fire, jockey for position, fire, jockey for position. You can use an officer action to try to reload some cannons faster, but there's a risk of mishap that causes one of your cannons to explode. If the crew is depleted (i.e., at or below half its max HP), it takes an extra round to load. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Excerpt from a 5e naval supplement I'm writing
Top