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I figured out why all 5e ship rules suck
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<blockquote data-quote="TheSword" data-source="post: 8778659" data-attributes="member: 6879661"><p>The more I read it the more I like it.</p><p></p><p>It’s giving me strong vibes of the Black Seas board game (which is a useful resource for ship minis, terrain cards and tokens etc)</p><p></p><p>I like the ship damage from tacking. It would have been very dangerous to the ship and crew to sail into the wind, with the quick changes required. This stuff wasn’t made out of modern polymers, it was wood and rope. A sail repeatedly swinging from side to side is going to cause difficulty.</p><p></p><p>The hardest thing for me, is how to capture the idea of simultaneous movement and not turn based movement. One idea I liked from black seas is being able to fire on your opponents turn (almost like a 5e reaction) in exchange for not firing on your turn. There is a slight penalty to it but I really like that rule. They call it Fire as She Bears.</p></blockquote><p></p>
[QUOTE="TheSword, post: 8778659, member: 6879661"] The more I read it the more I like it. It’s giving me strong vibes of the Black Seas board game (which is a useful resource for ship minis, terrain cards and tokens etc) I like the ship damage from tacking. It would have been very dangerous to the ship and crew to sail into the wind, with the quick changes required. This stuff wasn’t made out of modern polymers, it was wood and rope. A sail repeatedly swinging from side to side is going to cause difficulty. The hardest thing for me, is how to capture the idea of simultaneous movement and not turn based movement. One idea I liked from black seas is being able to fire on your opponents turn (almost like a 5e reaction) in exchange for not firing on your turn. There is a slight penalty to it but I really like that rule. They call it Fire as She Bears. [/QUOTE]
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I figured out why all 5e ship rules suck
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