roguerouge
First Post
Please pardon the repeat, as I realized that the general forum was not the proper place for this thread....
In the narrative naval combat system, it's essentially impossible to sink a sailing ship without a high powered mage as a living cannon. While easy to hit, ships have a hardness that subtracts 5 points right off the top of every physical blow. Ships take full damage from only the following forms: slashing and bludgeoning melee weapons (including rams), siege engines that are not a ballista, force and sonic damage. Everything else does half damage or less. Fire, electricity, acid, ballista bolts, and piercing melee weapons do half damage. Cold does one quarter damage. Medium and small sized missile weapons do no damage.
One section of a caravel has 80 hit points and a hardness of 5. You need to hole six sections to sink a ship. And a ballista bolt, at 3d8 damage, after halving the damage and subtracting out the hardness, does 1.5 points of damage on average to the ship section and it can fire one shot every four rounds.
The oft-mentioned fire ball wand? (5d6)/2 produces average damage of 10.5 points per round to two sections of a ship (a 20' fireball and each section is 10' cube). At that rate, you'd need 8 charges to get two sections holed. And four charges to hole each section on either side of that due to rippling damage weakening each adjacent section by half its hit points. Thus for a wizard to hole a caravel, it roughly would take 20 charges off his wand.
Does this seem right to you?
Edit: This gets the area effect of fireballs wrong. They're not 20' squares but a 20's radius. Placed for maximum effect, you could target 12 hull sections at once with that spell. That would mean you could sink the ship with 8 charges of a fireball wand.
In the narrative naval combat system, it's essentially impossible to sink a sailing ship without a high powered mage as a living cannon. While easy to hit, ships have a hardness that subtracts 5 points right off the top of every physical blow. Ships take full damage from only the following forms: slashing and bludgeoning melee weapons (including rams), siege engines that are not a ballista, force and sonic damage. Everything else does half damage or less. Fire, electricity, acid, ballista bolts, and piercing melee weapons do half damage. Cold does one quarter damage. Medium and small sized missile weapons do no damage.
One section of a caravel has 80 hit points and a hardness of 5. You need to hole six sections to sink a ship. And a ballista bolt, at 3d8 damage, after halving the damage and subtracting out the hardness, does 1.5 points of damage on average to the ship section and it can fire one shot every four rounds.
The oft-mentioned fire ball wand? (5d6)/2 produces average damage of 10.5 points per round to two sections of a ship (a 20' fireball and each section is 10' cube). At that rate, you'd need 8 charges to get two sections holed. And four charges to hole each section on either side of that due to rippling damage weakening each adjacent section by half its hit points. Thus for a wizard to hole a caravel, it roughly would take 20 charges off his wand.
Does this seem right to you?
Edit: This gets the area effect of fireballs wrong. They're not 20' squares but a 20's radius. Placed for maximum effect, you could target 12 hull sections at once with that spell. That would mean you could sink the ship with 8 charges of a fireball wand.
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