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I figured out why all 5e ship rules suck
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<blockquote data-quote="Lanefan" data-source="post: 8778022" data-attributes="member: 29398"><p>Even a one-minute round might end up being unrealistically short in many situations. My suggestion is to make the round length highly malleable to suit the situation.</p><p></p><p>The wind, however, will not always be "strong".</p><p></p><p>There's no escaping it - you're going to have to add more granularity here to account for the effects of different wind speeds. Very light winds, for example, are going to greatly stretch your round length* as the ships take longer to get into position, but cause zero damage to the ships. Strong or gale-force winds, however, can pose a real problem...and make it more difficult to aim weapons as the ship will probably be heeled over some if sailing at any angle to the wind. (that's one thing that's always really bugged me about the climactic battle in the maelstrom in Pirates III: they're blasting each other with cannons but, given the angle of the ships' decks, at least 99% of their shots at each other would go straight into the water)</p><p></p><p>* - unless two or more ships are near-stationary and just whaling away on each other with broadsides; in which case the round length will be determined only by how long it takes to reload their weapons.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8778022, member: 29398"] Even a one-minute round might end up being unrealistically short in many situations. My suggestion is to make the round length highly malleable to suit the situation. The wind, however, will not always be "strong". There's no escaping it - you're going to have to add more granularity here to account for the effects of different wind speeds. Very light winds, for example, are going to greatly stretch your round length* as the ships take longer to get into position, but cause zero damage to the ships. Strong or gale-force winds, however, can pose a real problem...and make it more difficult to aim weapons as the ship will probably be heeled over some if sailing at any angle to the wind. (that's one thing that's always really bugged me about the climactic battle in the maelstrom in Pirates III: they're blasting each other with cannons but, given the angle of the ships' decks, at least 99% of their shots at each other would go straight into the water) * - unless two or more ships are near-stationary and just whaling away on each other with broadsides; in which case the round length will be determined only by how long it takes to reload their weapons. [/QUOTE]
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I figured out why all 5e ship rules suck
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