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<blockquote data-quote="Imaculata" data-source="post: 7919303" data-attributes="member: 6801286"><p>If there's one thing I've learned as a DM, it is to always have contingencies in case things go differently as planned (which they always do). As a DM you should be aware of their magical capabilities, and <em>Control Water</em> is a pretty obvious spell to use at sea. In 3.5 the book Stormwrack even provides rules regarding <em>Control Water</em> and ships, but I assume you're playing 5th. In a world where spells like <em>Control Water</em> and <em>Control Winds</em> exist, no pirate ship would be without their own dedicated spellcaster.</p><p></p><p>I think however that your biggest mistake here was to want a particular situation to happen, which is understandable considering your preparation. But personally, I always roll with what ever happens. If the players don't go into the whirlpool, then they don't go in. Embrace the chaos, but be better prepared next time. Sometimes the unexpected outcome is way more interesting than what you had planned.</p><p></p><p>Here is how I would have ruled it:</p><p></p><p>Of course they can try and affect the weather with their spells, even if the weather is magical in nature. It simply requires a casting check. The weather presumably is caused by powers or individuals of a particular caster level, so they simply have to oppose those powers. You can make the casting check very difficult of course, but they can always try. Be prepared though in case they beat the odds, because you never know.</p><p></p><p>I don't know if there are naval rules for 5th edition yet, so my ruling would be based purely on rules from older editions. In case of doubt, I tend to lean towards "Yes, they can always try", and then make up a suitable ruling on the spot that allows them to try what they are attempting to do. Based on older editions though:</p><p></p><p>A <em>Control Water</em> would not completely take out another ship in an instant, it would simply affect the enemy captain's ability to steer it, and possibly wash enemy crew over the side (if they raise the water). The captain should be forced to make a check to keep control over the ship, or it will start to founder (and will basically be at the mercy of the wind and waves). A foundering ship starts flooding and can eventually sink.</p><p></p><p>A <em>Control Winds</em> spell is stationary, and thus does not move with the ship. It may be enough to give a ship a quick boost though. If used against an enemy ship, its captain would need to make a check to keep control over his ship.</p><p></p><p>The pirate ship should have their own spellcasters to oppose such attempts and a ship that has not been holed yet would be difficult to sink regardless. But they can always try, and the pirate captain can always fail his check.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7919303, member: 6801286"] If there's one thing I've learned as a DM, it is to always have contingencies in case things go differently as planned (which they always do). As a DM you should be aware of their magical capabilities, and [I]Control Water[/I] is a pretty obvious spell to use at sea. In 3.5 the book Stormwrack even provides rules regarding [I]Control Water[/I] and ships, but I assume you're playing 5th. In a world where spells like [I]Control Water[/I] and [I]Control Winds[/I] exist, no pirate ship would be without their own dedicated spellcaster. I think however that your biggest mistake here was to want a particular situation to happen, which is understandable considering your preparation. But personally, I always roll with what ever happens. If the players don't go into the whirlpool, then they don't go in. Embrace the chaos, but be better prepared next time. Sometimes the unexpected outcome is way more interesting than what you had planned. Here is how I would have ruled it: Of course they can try and affect the weather with their spells, even if the weather is magical in nature. It simply requires a casting check. The weather presumably is caused by powers or individuals of a particular caster level, so they simply have to oppose those powers. You can make the casting check very difficult of course, but they can always try. Be prepared though in case they beat the odds, because you never know. I don't know if there are naval rules for 5th edition yet, so my ruling would be based purely on rules from older editions. In case of doubt, I tend to lean towards "Yes, they can always try", and then make up a suitable ruling on the spot that allows them to try what they are attempting to do. Based on older editions though: A [I]Control Water[/I] would not completely take out another ship in an instant, it would simply affect the enemy captain's ability to steer it, and possibly wash enemy crew over the side (if they raise the water). The captain should be forced to make a check to keep control over the ship, or it will start to founder (and will basically be at the mercy of the wind and waves). A foundering ship starts flooding and can eventually sink. A [I]Control Winds[/I] spell is stationary, and thus does not move with the ship. It may be enough to give a ship a quick boost though. If used against an enemy ship, its captain would need to make a check to keep control over his ship. The pirate ship should have their own spellcasters to oppose such attempts and a ship that has not been holed yet would be difficult to sink regardless. But they can always try, and the pirate captain can always fail his check. [/QUOTE]
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