My current campaign is entirely sailing based. It is in the age of sail (1700-1800 style ships). Some races have cannons (elves).
I bought the SeaFarer's Handbook, and after seeing Master and Commander, I rewrote the ship design rules and combat rules.
I made a spreadsheet to calculate the ship stats based on length and width.
I increased the number of weapons a ship can have SFH says a 150 foot long ship gets 3-4 weapons. The Master and Commander ship was 130' long and carried 30 cannons. Just a hunch, but I think we can pack a few more catapults and ballistae.
My rules assume each weapon takes 10'x10' of space, and it seems to fit on my paper ship layout I built.
I kept parts of the SFH combat (movement), but made paper ruler templates and I use $2 wooden ship models from the local craft store.
I streamlined ship damage tracking by making 2 HP pools Hull and Sails.
Hull = AC10, if you miss by 5, you hit the sail (drift)
Sail = AC8, if you miss by 3, you hit the hull (drift)
AC Speed bonus = current speed / 5
Every 20% damage has a side effect on the ship. Hull affects weapons, sails effects speed.
Ships have a Current Speed, Top Speed, and Turning Rate (distance they must go before they can turn again).
Cannons are far more powerful than Catapult and Ballista due to increased range. Cannons shoot 900 feet, Heavy Cats shoot 600 feet. The range difference slaughters ships. We ran a 3 elf vs. 4 human ship battle. Even weapon points. Difference was Cannons versus traditional weapons. The humans died. Badly. I would suggest tweaking the ranges or avoid mixing the two weapon technologies. In my game, the elves are newly discovered and are supposed to be higher tech (and now at war with the humans). Eventually, I'll rebalance the game, by giving the humans some weapons that are equivalent.
Let me know if you'd like to see the spreadsheet. I did extensive research on real ships (I even have a glossary of nautical terms my players looked up). I tuned my spreadsheet to produce numbers similar to real sailing ships of all sizes and eras. It seems close enough.
Happy Sailing,
Janx
I bought the SeaFarer's Handbook, and after seeing Master and Commander, I rewrote the ship design rules and combat rules.
I made a spreadsheet to calculate the ship stats based on length and width.
I increased the number of weapons a ship can have SFH says a 150 foot long ship gets 3-4 weapons. The Master and Commander ship was 130' long and carried 30 cannons. Just a hunch, but I think we can pack a few more catapults and ballistae.
My rules assume each weapon takes 10'x10' of space, and it seems to fit on my paper ship layout I built.
I kept parts of the SFH combat (movement), but made paper ruler templates and I use $2 wooden ship models from the local craft store.
I streamlined ship damage tracking by making 2 HP pools Hull and Sails.
Hull = AC10, if you miss by 5, you hit the sail (drift)
Sail = AC8, if you miss by 3, you hit the hull (drift)
AC Speed bonus = current speed / 5
Every 20% damage has a side effect on the ship. Hull affects weapons, sails effects speed.
Ships have a Current Speed, Top Speed, and Turning Rate (distance they must go before they can turn again).
Cannons are far more powerful than Catapult and Ballista due to increased range. Cannons shoot 900 feet, Heavy Cats shoot 600 feet. The range difference slaughters ships. We ran a 3 elf vs. 4 human ship battle. Even weapon points. Difference was Cannons versus traditional weapons. The humans died. Badly. I would suggest tweaking the ranges or avoid mixing the two weapon technologies. In my game, the elves are newly discovered and are supposed to be higher tech (and now at war with the humans). Eventually, I'll rebalance the game, by giving the humans some weapons that are equivalent.
Let me know if you'd like to see the spreadsheet. I did extensive research on real ships (I even have a glossary of nautical terms my players looked up). I tuned my spreadsheet to produce numbers similar to real sailing ships of all sizes and eras. It seems close enough.
Happy Sailing,
Janx