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Naval battle in 4E
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<blockquote data-quote="Turtlejay" data-source="post: 5025497" data-attributes="member: 70267"><p>I played in a similar scenario awhile back, but with airships (and 3.5, if it matters). I also played in an encounter vs a green dragon while we were in a boat.</p><p> </p><p>You will want to use a battlemat. Have the player's boat drawn out, and move the pirates or other attackers move relative to it. One thing I did with wagons once was to cut them out of paper, and move the paper. Saves with tedious redrawing when they move.</p><p> </p><p>Establish how and when the boats change position. Top of the round? Bottom? What is their speed relative to each other? Are the pirates closing in? This really isn't that complicated. Thinking about these things now will save you headache later.</p><p> </p><p>Once that is squared away, try to imagine how pirates in your world might differ from conventional pirates. Magic changes *everything* how might magic change piracy? In the airship battle I played in, the attackers had consumable items that allowed them to fly from ship to ship. Mages with wands blasted the ship as well as cannon.</p><p> </p><p>Your world may differ in a lot of ways from that one, so it is up to you how magic has effected pirate activity. What if the pirates performed a ritual that bound their ship to yours. Rather than having deckhands chopping the grappling hooks away from the rails, you would need arcanists concentrating to disrupt the ritual (or both!). A ritual to kill the winds, stopping sailed ships in the water and allowing their slave powered galleons to row in.</p><p> </p><p>For mechanics I would run a combat/skill challenge combined. The players could repel boarders, or make skill checks to break away. If the skill challenge fails then the pirate captains engage and the fight is more difficult. Or the ship sinks, and the players must capture a pirate vessel. Or they are marooned. Or anything you want.</p><p> </p><p>Jay</p></blockquote><p></p>
[QUOTE="Turtlejay, post: 5025497, member: 70267"] I played in a similar scenario awhile back, but with airships (and 3.5, if it matters). I also played in an encounter vs a green dragon while we were in a boat. You will want to use a battlemat. Have the player's boat drawn out, and move the pirates or other attackers move relative to it. One thing I did with wagons once was to cut them out of paper, and move the paper. Saves with tedious redrawing when they move. Establish how and when the boats change position. Top of the round? Bottom? What is their speed relative to each other? Are the pirates closing in? This really isn't that complicated. Thinking about these things now will save you headache later. Once that is squared away, try to imagine how pirates in your world might differ from conventional pirates. Magic changes *everything* how might magic change piracy? In the airship battle I played in, the attackers had consumable items that allowed them to fly from ship to ship. Mages with wands blasted the ship as well as cannon. Your world may differ in a lot of ways from that one, so it is up to you how magic has effected pirate activity. What if the pirates performed a ritual that bound their ship to yours. Rather than having deckhands chopping the grappling hooks away from the rails, you would need arcanists concentrating to disrupt the ritual (or both!). A ritual to kill the winds, stopping sailed ships in the water and allowing their slave powered galleons to row in. For mechanics I would run a combat/skill challenge combined. The players could repel boarders, or make skill checks to break away. If the skill challenge fails then the pirate captains engage and the fight is more difficult. Or the ship sinks, and the players must capture a pirate vessel. Or they are marooned. Or anything you want. Jay [/QUOTE]
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