Well, this got posted before I even got through the first answer, so it'll be awhile before it's finished. Didn't know TAB posted -.-
Ok all caught up, post is good to go.
Alright, so I wanted to get to some of these yesterday but i couldn't remember my password from my phone and it was too late to fire up the old PC (Europe).
I'm just going to make a super long post for everyone, so look for your quote in here if you get notified.
Also, I'm going to outline some things I have planned that are way too rough to make it into the doc for now, so skim through if you think anything vital is missing because it may just be in development.
1. Different size ships reflect different sized bases (sloop=small, galleon=Huge.
2. Small ships more maneuverable.
3. Wind direction (you certainly had this)
4. How does magic work with the system. In our pirate hunting themed campaign my storm sorcerer was also the captain and used many spells to influence sailing in combat.
1) There's a couple of reasons I didn't do this:
- ships are mostly ranged damage entities, they don't need a melee threat bubble or a way to have more people fit around them to hit them.
- The way ships are built, it would make little sense to quadruple the area of a larger ship into a square, since ships get taller, longer and more heavily set in the water but rarely get significantly wider, especially once you hit warship size. Reflecting the growth in length of a ship by making it, say, two squares long and one wide would make it wildly clunky to calculate turns and movement. So I just made the square big enough that masically any sailing ship ever made would fit (200x200ft) and just said all ship occupy one square.
2) That's definitely a factor (a ship's turn rate, determined ny its control component(s). Smaller, nimbler ships will usually have a better turn rate, but it's still a case to case basis.
3) Yup
4) I know I certainly have to add this, but I wanted to detail ships as their own thing before getting in the nitty gritty of PCs affecting them with class abilities.
Looks good for the Captain
But what do the other characters do while the ship is manoeuvring? The boatswain and Navigator and other officers seem redundant
The officers described at the beginning are mostly a flavor thing for now. I have a Naval Feats section in mind, which will give characters access to additional or improved actions on board the ship, but even without those, all character can act by taking the actions described in the Ship Combat section. Activities during travel are still a ways off from being planned though.
I’ve only glanced at it, but so far looks good.
It might be worth considering reversing the “Points off Heading” though, with Aft having the lowest number and Bow having the highest. In combat, you could then use the Points off Heading to determine your movement rate - with the wind to your Aft, you get 1 to 1 movement points, while as you turn into the wind it costs more and more to head into the prevailing wind. For example, if the wind is directly to Port or Starboard, your “Points off Heading” of 2 may mean that for every 2 points of Wind Strength, you would only move 1 (or you subtract 2 from your speed?). With the Bow being “Points off Heading” of 4, you would only move forward 1 (assuming some kind of tacking is happening) for every 4 points of Wind Strength.
Also, this came up in a Spelljammer thread - what if someone wants to target the crew, sails, helm or something else on the ship besides the hull (in case they want to cripple instead of sink the ship)? Is this something you want to consider, possibly with a “hit location” table?
1) This is a bit too granular for my taste, since it would require wind strength to be an actual thing in combat (for now it's only mentioned for skill checks during travel). I handled the wind on a ship to ship basis because if a ship has more sail area it'll gain more benefit from the wind than a ship that has less (since the assumption is that the wind blows the same way for everyone).
2) That is for sure a part of the notes I put down when starting this project, but I still haven't gotten around to describing it. Probably one of the next things I'll add though.
Nice rules and nice presentation. I really like it. However…
… it won’t work for D&D 5e. Simply because people don’t want to go to the trouble of learning a system that suitably captures the tactics and majesty of ship to ship combat.
I ran a skull and shackles campaign for pathfinder and used the ship rules in from the excellent razor coast setting. A book designed for dynamic ship combat that involved all the party as your system does.
Unfortunately the players just couldn’t be arsed… it was simpler and more satisfying for them to just ram the ship - board it, and kill whoever was controlling the ship. It didn’t matter if it was a small a Aspice Consortium slave ship or a giant Cheliaxian Galleon. Board and attack. Ship to Ship combat doesn’t give players the tactical flexibility to use the full range of their character abilities so it just isn’t as satisfying to the players as a straight up combat would be. Sad but true.
Maybe you have the one in a thousand groups that wants to enjoy the mini game of it, as I hoped my group would. Unfortunately I doubt it.
I’d love to be a player in a game that makes me feel like I’m staring in Master and Commander though.
Definitely considered this problem. It's understandable that players just thinking they'll meet and have a nice game of D&D will not want to learn a whole new system just to have the couple of sessions where they pretend to be pirates. However, I think if
1) You check in with them before doing the whole actual naval combat thing and know they're theoretically into it.
2) Run a few practice ship combats on their own, as if it were board game night rather than session night to get them used to the system.
You could pull it off.
Also, a thing to consider would be that they could encounter a stronger, faster, better commanded ship that kicks their ass (just like in M&C) and they need to actually learn the naval part of the game to be able to catch the guy and do what they like doing (though this might feel like punishment rather than incentive).
Also also, now that you make me think about it, once the full system is set, it wouldn't be too hard to make a D&D compatible board game out of it. You have premade characters with D&D ability scores and give them the abilities a good naval feat for their position would be (I still don't have naval feats, but they'll be a thing). If you can get them to play a session of that and they enjoy it, once their characters get a ship, the board game experience should translate pretty easily to the session (right?).
I find that what works for my group is to make the ship a tool the players use to do thier players character stuff, rather than really it’s own thing.
5e already does this a little bit with how the ship takes actions, but I go further, and do stuff like if a character is at the helm and they have a speed bonus, the ship gets a speed bonus. If the Battlemaster is manning the mangonel, they can use manuevers with it and treat ships as enemies and allies. The Rogue can sneak attack a ship. Etc.
Then since I run a more magitech advanced game, ships can emplacement crystals that are beefed up wands, and extend the range and increase damage of spells cast through them.
i think 5e is within an arrow shot of a good naval gameplay system.
Interesting. I don't think I have the will to think of all the possible implications of applying class features to ships (and it might make it feel too D&D-y, which is probably the point, but would ruin the "we doing ship battles today" part of it for me). The spell empowerment isn't a bad idea either, I'll keep it in mind when writing the magic rules.
Interesting. Some real thought went into this, I can tell.
I came up with my own nowhere-near-as-detailed version many years ago, and one big difference from that to yours is I didn't bother giving ships actual hit point values. Instead, each big-weapon (i.e. cannon, ballista, etc.) shot that hits does damage of a specific type to a part of the target ship e.g. "Hit sail, sail torn" or "hit hull above waterline" or "direct hit on significant crew e.g. captain, helm, etc."; and after a certain amount of this the ship starts needing to make saving throws or start sinking, stop moving, etc.
You'll need to spec out what damage a cannonball does should a person get hit by a shot, unless I missed seeing that in there somewhere.
One minor quibble: under weapons it says "Crew: 1". I read that to mean a weapon only takes one crewperson to operate, but further down in the example ship it says one crew
unit is required to operate a weapon. I would suggest that anytime you in fact mean "crew unit" you spell it out using both words, leaving "crew" to indicate a single sailor.
Hit location effects make a lot of sense. I wanted to not deviate too much from the basic d&d framework though, to make it as compatible as I could.
Cannons do indeed have a damage table hidden somewhere in the "not ready for external eyes yet" doc.
Good catch on the crew, I'll need to tighten up my wording

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