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General Tabletop Discussion
*Pathfinder & Starfinder
Numbers/Rules for Naval combat and transport
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<blockquote data-quote="Stormrunner" data-source="post: 1855009" data-attributes="member: 13471"><p>You have two goals: A) reduce the enemy's movement capability so you can catch him, and B) reduce his crew so you can capture the ship.</p><p></p><p>A) is traditionally done by breaking his masts, shredding his sails/rigging, or snapping off his oars. In a D&D setting, magic is the way to go. No, you don't want to fireball the treasure room, but a few well-placed fireballs can remove most of his sails and rigging, or lightning bolts can shatter small masts or knock spars off of large masts. Gust of Wind is far too short, in both range and duration, to affect a ship's movement, but Control Winds or a summoned Air Elemental can either speed up your own craft or becalm the enemy. A water elemental or friendly merfolk could shatter the foe's rudder or simply drag at the hull to slow him.</p><p></p><p>For B), Cloudkill is superb - it seeps belowdecks and will kill all of the ordinary sailors below 6th level and inconvenience the higher-level leaders.</p></blockquote><p></p>
[QUOTE="Stormrunner, post: 1855009, member: 13471"] You have two goals: A) reduce the enemy's movement capability so you can catch him, and B) reduce his crew so you can capture the ship. A) is traditionally done by breaking his masts, shredding his sails/rigging, or snapping off his oars. In a D&D setting, magic is the way to go. No, you don't want to fireball the treasure room, but a few well-placed fireballs can remove most of his sails and rigging, or lightning bolts can shatter small masts or knock spars off of large masts. Gust of Wind is far too short, in both range and duration, to affect a ship's movement, but Control Winds or a summoned Air Elemental can either speed up your own craft or becalm the enemy. A water elemental or friendly merfolk could shatter the foe's rudder or simply drag at the hull to slow him. For B), Cloudkill is superb - it seeps belowdecks and will kill all of the ordinary sailors below 6th level and inconvenience the higher-level leaders. [/QUOTE]
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Numbers/Rules for Naval combat and transport
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