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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Naval battle in 4E
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<blockquote data-quote="aco175" data-source="post: 5026553" data-attributes="member: 27385"><p>After reading some of these ideas, I may want to run a naval fight. I guess it depends on the pc's mission on how many ships are engaged and weather to run or fight. If the party is simply on board as passengers trtaveling from one adventure to the next, one ship on one ship fight would work. The party may be part of a war fleet and a battle between several ships could be cool. After the party defeats their atackers they may need to speed to the aid of another friendly. </p><p></p><p>You can have several hurried through descriptions of the pc's ship speeding away from the pirates, using several turn tactics and fog, sun whatever to build tension. Finally the pirates catch them, maybe with 2 ships or with the help of underwater monsters. A pirate magic item or spell that allows the kelp to grab the shi?</p><p></p><p>I also like the idea of having the pc's ship start to sink from the pirate ship ramming it, maybe taking most of the npcs friends away from the fight as they try and save their ship. This clears the DM's plate for focusing on the fight. Have a few groups board the ship and allow the pcs to defend from the group atacking them or trying to go downstairs. After the first fight on the deck, a short rest before taking the fight to the pirate ship or going downstairs to assist saving the ship (skill challenge) or another fight with more pirates or monsters/undead that came through the hole the npc's are trying to fix. </p><p></p><p>I'm starting to like these ideas, now if my party would come down from the mountains.</p></blockquote><p></p>
[QUOTE="aco175, post: 5026553, member: 27385"] After reading some of these ideas, I may want to run a naval fight. I guess it depends on the pc's mission on how many ships are engaged and weather to run or fight. If the party is simply on board as passengers trtaveling from one adventure to the next, one ship on one ship fight would work. The party may be part of a war fleet and a battle between several ships could be cool. After the party defeats their atackers they may need to speed to the aid of another friendly. You can have several hurried through descriptions of the pc's ship speeding away from the pirates, using several turn tactics and fog, sun whatever to build tension. Finally the pirates catch them, maybe with 2 ships or with the help of underwater monsters. A pirate magic item or spell that allows the kelp to grab the shi? I also like the idea of having the pc's ship start to sink from the pirate ship ramming it, maybe taking most of the npcs friends away from the fight as they try and save their ship. This clears the DM's plate for focusing on the fight. Have a few groups board the ship and allow the pcs to defend from the group atacking them or trying to go downstairs. After the first fight on the deck, a short rest before taking the fight to the pirate ship or going downstairs to assist saving the ship (skill challenge) or another fight with more pirates or monsters/undead that came through the hole the npc's are trying to fix. I'm starting to like these ideas, now if my party would come down from the mountains. [/QUOTE]
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Naval battle in 4E
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