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Experiences Running or Playing Ship Combat?
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<blockquote data-quote="Quickleaf" data-source="post: 9015551" data-attributes="member: 20323"><p>Just spitballing an idea, but it might be interesting to extrapolate certain Class Features to the nautical scale (i.e. longer ranges, ship-to-ship prior to mass boarding, rounds lasting more than 6 seconds). Basically integrating the PCs into the Ship more so that line gets blurred, and you get maximal use out of what's already on their character sheet with a minimum of new rules the players need to learn.</p><p></p><p>For example, the rogue's Cunning Action (bonus action to Dash, Disengage, or Hide) might be scaled up so that if the rogue PC takes the helm they can use these bonus action options. Such as bonus action to Hide in a fog bank or around the cliff-ridden peninsula / sea rocks.</p><p></p><p>Or maybe a cleric at the helm can Channel Divinity into the figurehead to benefit all the crew.</p><p></p><p>Or spells with "Self" can be cast to include the ship itself.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9015551, member: 20323"] Just spitballing an idea, but it might be interesting to extrapolate certain Class Features to the nautical scale (i.e. longer ranges, ship-to-ship prior to mass boarding, rounds lasting more than 6 seconds). Basically integrating the PCs into the Ship more so that line gets blurred, and you get maximal use out of what's already on their character sheet with a minimum of new rules the players need to learn. For example, the rogue's Cunning Action (bonus action to Dash, Disengage, or Hide) might be scaled up so that if the rogue PC takes the helm they can use these bonus action options. Such as bonus action to Hide in a fog bank or around the cliff-ridden peninsula / sea rocks. Or maybe a cleric at the helm can Channel Divinity into the figurehead to benefit all the crew. Or spells with "Self" can be cast to include the ship itself. [/QUOTE]
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