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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Experiences with letting players control a ship?
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="Aurumvorax" data-source="post: 5332398" data-attributes="member: 87266"><p>The problem with ship combat is that piloting even the smallest vessels is an exercise in micromanagement. The captain gives directions to the helmsman, calls to the weapons officer to load and make ready, orders damage control to patch damaged infrastructure, calls to the bos'n to reinforce the sails, and asks the first mate for an accurate ammunition count in the span of a single round. The PCs will either be the CO calling the shots or they'll be one of the many deck hands who do whatever specific task is available to them.</p><p> </p><p>You'll notice that heroic fantasy sailors are almost always combatants and even if they're the captain they'll pass on instructions to the first mate, draw their sword, and be the first to board the enemy ship. Sailing a vessel, even a fantasy one, is a deep, complicated, and involved process and incredibly boring to role play from the micromanagement level. Unless you can somehow make knotting line and swabbing decks entertaining it's best to fast forward until something exciting happens which is usually when ships are close enough to board each other.</p><p> </p><p>Edit: Honestly, I think ship combat is the perfect realm for 4e style skill challenges. Each PC can be an officer; CO grants bonuses to everyone else for good leadership, the bos'n works the sails and deckwork, weapons officer manages guns, navigation officer manages movement and sight, damage control manages ship's health, medical officer treats the wounded. Each round the CO calls for a maneuver and rolls to inspire the action of another officer who makes the skill check. Ultimately your goal is to destroy the enemy ship so each successful skill check can increase the ship's chance to aim and damage the enemy. The bos'n can increase or decrease speed putting the ship in a favorable position, the navigation officer can pull off a successful pass allowing more cannons to be fired, damage control can reduce penalties implied by current hits, etc.</p><p> </p><p>Damn, I think I'm going to run a 4e naval game now.</p></blockquote><p></p>
[QUOTE="Aurumvorax, post: 5332398, member: 87266"] The problem with ship combat is that piloting even the smallest vessels is an exercise in micromanagement. The captain gives directions to the helmsman, calls to the weapons officer to load and make ready, orders damage control to patch damaged infrastructure, calls to the bos'n to reinforce the sails, and asks the first mate for an accurate ammunition count in the span of a single round. The PCs will either be the CO calling the shots or they'll be one of the many deck hands who do whatever specific task is available to them. You'll notice that heroic fantasy sailors are almost always combatants and even if they're the captain they'll pass on instructions to the first mate, draw their sword, and be the first to board the enemy ship. Sailing a vessel, even a fantasy one, is a deep, complicated, and involved process and incredibly boring to role play from the micromanagement level. Unless you can somehow make knotting line and swabbing decks entertaining it's best to fast forward until something exciting happens which is usually when ships are close enough to board each other. Edit: Honestly, I think ship combat is the perfect realm for 4e style skill challenges. Each PC can be an officer; CO grants bonuses to everyone else for good leadership, the bos'n works the sails and deckwork, weapons officer manages guns, navigation officer manages movement and sight, damage control manages ship's health, medical officer treats the wounded. Each round the CO calls for a maneuver and rolls to inspire the action of another officer who makes the skill check. Ultimately your goal is to destroy the enemy ship so each successful skill check can increase the ship's chance to aim and damage the enemy. The bos'n can increase or decrease speed putting the ship in a favorable position, the navigation officer can pull off a successful pass allowing more cannons to be fired, damage control can reduce penalties implied by current hits, etc. Damn, I think I'm going to run a 4e naval game now. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Experiences with letting players control a ship?
Top