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<blockquote data-quote="arbados" data-source="post: 6095426" data-attributes="member: 2068"><p>As I said, not trying to stir up any battle, but that is nice. I don't have paragraphs or multiple sentences written out for each of my npc's because in truth I know how they are in regards to their personality and traits (I play them out as I know they are). I do, however, have each and every encounter they have had with group members listed down on their character sheet along with a detailed description of what happened. This has come in extremely useful! It is great when I can bring up something relevant from years back or something that had happened to a previous pc which involves a current player! That is always fun! </p><p></p><p></p><p>Isn't that a bit much for a character sheet? I can understand players keeping detailed information on what is important to them during the campaingn, but <strong>a character sheet of 150 pages </strong> seems a bit much? How can that even be referenced in a game? I am just guesing here, but do you mean that you had additional information written for your character/campaign for reference when needed and the character sheet was only 1 or 2 pages (not including spell sheets)? Curious? When I make character sheets for the players I try to make them as compact as possible (1 page - front and back). More than 1 sheet simply bogs down the game. I like the game to be fast paced without players constantly having to shuffle through multiple pages of information. I do recognize that character sheets are very personal to each campaign. </p><p></p><p></p><p>That sounds fantastic! Would love to get more ideas and information. What did you include in your boat descriptions. I have included a sample boat description which I use to compare.</p><p></p><p>Boat #1 - 2 Decks</p><p>*To Move Boat at Full Speed: 12 individuals for sails</p><p>*To Prepare all Weapons for Attack: 5 individuals</p><p></p><p>AC: 25, Hardness: 20, Hull Points: 300 </p><p>o When hull points are reduced to 75 the boat moves at ½ speed.</p><p></p><p>Attack/Damage:</p><p>o (2) Ballista / Requires 2 men each: +13 to hit/3-30 damage – Range: 300 feet (can turn 45 degrees to each side)</p><p></p><p>o (2) Battering Ram / Requires 0 men: +15 to hit/7-70 damage, but allows potential boarding by enemy vessel)</p><p> Boat can ram in either direction. Has “two” bows and can move in either direction with no problem.</p><p></p><p>o (1) Magic Missile Fugue / Requires 1 man: Center fugue can fire up to 12 magic missiles doing 1d4+4 hp’s damage (automatic hit). Range is 60 feet and all can be fired without worry of hitting anyone on board. On a roll of 1 on D20 one of the 12 is destroyed and needs magical repair. Ignores hardness, unless magical resistance.</p><p></p><p>Speed: </p><p>o Total Travel Speed: (78 miles per day / 4.9 mph)</p><p></p><p> Sails: (4) </p><p> 4 sails operating (12 men): 78 miles per day / 4.9 mph</p><p> 3 sails operating (9 men): 58 miles per day / 3.6 mph </p><p> 2 sails operating (6 men): 38 miles per day / 2.3 mph</p><p> 1 sail operating (3 men): 18 miles per day / 1.1 mph</p><p></p><p> Movement per Round Speed: (80 feet)</p><p> Movement per round is determined by miles per day (rounded) and then converted into feet.</p><p> Sea speed is a 4:1 ratio compared to land speed. For each box that would require a boat to move 5 feet an individual would need to use 20 feet of movement to keep up. </p><p></p><p> Turning Boat: Requires quadruple movement for each box moved. This includes everything besides moving in a complete straight line. Only 1 check is required per turn. On a successful Profession Sailor check this can be reduced (see below).</p><p> Profession Sailor check DC 35: Normal movement.</p><p> Profession Sailor check DC 30: Double movement (2x)</p><p> Profession Sailor check DC 25: Triple movement (3x).</p><p></p><p>Crew:</p><p>o Sailors: 100 individuals, Warriors: 25 individuals </p><p></p><p>Special Profession Sailor Checks:</p><p>o Additional Speed: Base DC 35. For every 5 that beats the DC an additional 5 feet can be moved per round or 5 miles per day. For every consecutive check that is made the DC increases by 1. Any failed check causes 1 day of half movement on all types of movement. .</p><p>o Hide Ship: DC 44 automatic success (sails up). DC 24 automatic success (sails down). Must be made each round. Whenever failed opposing ship may then make an attempt to "Spot the Hidden Ship."</p><p>o Spot Hidden Ship: When a "Hide Ship" attempt fails by the other vessel you can make an opposed roll to identify the position of other ship (+6 to check).</p><p>o Avoid Water Dangers: DC Dependent on location. Penalty to skill check: -6. Penalty takes into consideration maximum sail use. </p><p>o Sail Through Storm w/o damage: DC Dependent on location. Penalty to skill check: -6. Penalty takes into consideration maximum sail use. </p><p>o Position Ship to Board Another w/o damage: DC 27 automatic success. For every 5 points failed by 1d12 hp's damage to your own ship and 1d8 to other ship. If DC failed by 15+ considered a crash (see below).</p><p>o Expunge Ship from another after a Ram Attack or Crash: DC 40 automatic success. For every 5 the DC is failed by your ship suffers 1d10 hp's damage. Other ship suffers 1d4 hp's damage. Ship is still expunged.</p><p>o "Anchor" ship against being engulfed/submerged: DC 28. Each round DC increases by 5.</p><p>o Locate Unknown Destination: DC Dependent on location. Bonus to check +7.</p><p>o Lower Sails Quickly: DC 30 (2 full rounds) - DC 40 (1 full round). Failed check on any type of roll indicates 1 additional round more than normal (4).</p><p></p><p>Repair/Additional Information:</p><p>o 7 men can repair 5 Hull Points to the ship each round of work.</p><p>o If ship is reduced to 0 hp’s it starts to sink. Will usually take 3-12 rounds before sinking. However, for each additional 25 hp’s of damage sustained beyond 0 reduce the time it will take the ship to sink by 1 round.</p><p>o If struck by fire a save DC 10 needs to be made or the boat catches on fire and takes 1d10 hp’s ongoing damage. Requires 5 men to put out each 10 hp’s of ongoing fire damage. If still burning, each round another save DC 15 must be made or the fire spreads causing an additional 1d10 hp’s damage in addition to whatever damage it was previously sustaining.</p><p>o If boat sustains 40 hp’s or more damage from one strike from another BOAT attack (or 60 hp’s from an equivalent type of spell which does strike damage) all aboard must make an Acrobatics check DC 5. For every additional 15 hp’s sustained the DC increases by 2. If failed the individual falls overboard. A roll of 1 always fails.</p><p>o If boat sustains 20 hp’s or more damage from a ram all aboard must make an Acrobatics Check DC 5. For every additional 10 hp’s sustained the DC increases by 2. If failed the individual falls overboard. A roll of 1 always fails.</p><p>o It requires 3 men to save every 1 which has fallen in.</p><p></p><p>To me this has always been enough, but if you and your campaign have more information that you detailed for boats I would love to hear it!</p></blockquote><p></p>
[QUOTE="arbados, post: 6095426, member: 2068"] As I said, not trying to stir up any battle, but that is nice. I don't have paragraphs or multiple sentences written out for each of my npc's because in truth I know how they are in regards to their personality and traits (I play them out as I know they are). I do, however, have each and every encounter they have had with group members listed down on their character sheet along with a detailed description of what happened. This has come in extremely useful! It is great when I can bring up something relevant from years back or something that had happened to a previous pc which involves a current player! That is always fun! Isn't that a bit much for a character sheet? I can understand players keeping detailed information on what is important to them during the campaingn, but [B]a character sheet of 150 pages [/B] seems a bit much? How can that even be referenced in a game? I am just guesing here, but do you mean that you had additional information written for your character/campaign for reference when needed and the character sheet was only 1 or 2 pages (not including spell sheets)? Curious? When I make character sheets for the players I try to make them as compact as possible (1 page - front and back). More than 1 sheet simply bogs down the game. I like the game to be fast paced without players constantly having to shuffle through multiple pages of information. I do recognize that character sheets are very personal to each campaign. That sounds fantastic! Would love to get more ideas and information. What did you include in your boat descriptions. I have included a sample boat description which I use to compare. Boat #1 - 2 Decks *To Move Boat at Full Speed: 12 individuals for sails *To Prepare all Weapons for Attack: 5 individuals AC: 25, Hardness: 20, Hull Points: 300 o When hull points are reduced to 75 the boat moves at ½ speed. Attack/Damage: o (2) Ballista / Requires 2 men each: +13 to hit/3-30 damage – Range: 300 feet (can turn 45 degrees to each side) o (2) Battering Ram / Requires 0 men: +15 to hit/7-70 damage, but allows potential boarding by enemy vessel) Boat can ram in either direction. Has “two” bows and can move in either direction with no problem. o (1) Magic Missile Fugue / Requires 1 man: Center fugue can fire up to 12 magic missiles doing 1d4+4 hp’s damage (automatic hit). Range is 60 feet and all can be fired without worry of hitting anyone on board. On a roll of 1 on D20 one of the 12 is destroyed and needs magical repair. Ignores hardness, unless magical resistance. Speed: o Total Travel Speed: (78 miles per day / 4.9 mph) Sails: (4) 4 sails operating (12 men): 78 miles per day / 4.9 mph 3 sails operating (9 men): 58 miles per day / 3.6 mph 2 sails operating (6 men): 38 miles per day / 2.3 mph 1 sail operating (3 men): 18 miles per day / 1.1 mph Movement per Round Speed: (80 feet) Movement per round is determined by miles per day (rounded) and then converted into feet. Sea speed is a 4:1 ratio compared to land speed. For each box that would require a boat to move 5 feet an individual would need to use 20 feet of movement to keep up. Turning Boat: Requires quadruple movement for each box moved. This includes everything besides moving in a complete straight line. Only 1 check is required per turn. On a successful Profession Sailor check this can be reduced (see below). Profession Sailor check DC 35: Normal movement. Profession Sailor check DC 30: Double movement (2x) Profession Sailor check DC 25: Triple movement (3x). Crew: o Sailors: 100 individuals, Warriors: 25 individuals Special Profession Sailor Checks: o Additional Speed: Base DC 35. For every 5 that beats the DC an additional 5 feet can be moved per round or 5 miles per day. For every consecutive check that is made the DC increases by 1. Any failed check causes 1 day of half movement on all types of movement. . o Hide Ship: DC 44 automatic success (sails up). DC 24 automatic success (sails down). Must be made each round. Whenever failed opposing ship may then make an attempt to "Spot the Hidden Ship." o Spot Hidden Ship: When a "Hide Ship" attempt fails by the other vessel you can make an opposed roll to identify the position of other ship (+6 to check). o Avoid Water Dangers: DC Dependent on location. Penalty to skill check: -6. Penalty takes into consideration maximum sail use. o Sail Through Storm w/o damage: DC Dependent on location. Penalty to skill check: -6. Penalty takes into consideration maximum sail use. o Position Ship to Board Another w/o damage: DC 27 automatic success. For every 5 points failed by 1d12 hp's damage to your own ship and 1d8 to other ship. If DC failed by 15+ considered a crash (see below). o Expunge Ship from another after a Ram Attack or Crash: DC 40 automatic success. For every 5 the DC is failed by your ship suffers 1d10 hp's damage. Other ship suffers 1d4 hp's damage. Ship is still expunged. o "Anchor" ship against being engulfed/submerged: DC 28. Each round DC increases by 5. o Locate Unknown Destination: DC Dependent on location. Bonus to check +7. o Lower Sails Quickly: DC 30 (2 full rounds) - DC 40 (1 full round). Failed check on any type of roll indicates 1 additional round more than normal (4). Repair/Additional Information: o 7 men can repair 5 Hull Points to the ship each round of work. o If ship is reduced to 0 hp’s it starts to sink. Will usually take 3-12 rounds before sinking. However, for each additional 25 hp’s of damage sustained beyond 0 reduce the time it will take the ship to sink by 1 round. o If struck by fire a save DC 10 needs to be made or the boat catches on fire and takes 1d10 hp’s ongoing damage. Requires 5 men to put out each 10 hp’s of ongoing fire damage. If still burning, each round another save DC 15 must be made or the fire spreads causing an additional 1d10 hp’s damage in addition to whatever damage it was previously sustaining. o If boat sustains 40 hp’s or more damage from one strike from another BOAT attack (or 60 hp’s from an equivalent type of spell which does strike damage) all aboard must make an Acrobatics check DC 5. For every additional 15 hp’s sustained the DC increases by 2. If failed the individual falls overboard. A roll of 1 always fails. o If boat sustains 20 hp’s or more damage from a ram all aboard must make an Acrobatics Check DC 5. For every additional 10 hp’s sustained the DC increases by 2. If failed the individual falls overboard. A roll of 1 always fails. o It requires 3 men to save every 1 which has fallen in. To me this has always been enough, but if you and your campaign have more information that you detailed for boats I would love to hear it! [/QUOTE]
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