Wow! Just wow. I had a good read through.Book 1 addons and conversion notes attached.
I think some groups/DMs would find that solution unsatisfying.For more classic pirate themed games using 5e (specially 5e24), imho, best thing to do is cap it at 6th level.
I also think it's unnecessary. As you get higher levels the amount of treasure you receive from standard ships doesn't increase. Pretty soon you're the equivalent of a high end professional athlete working for B league wages if you only go after the easy merchant ships. It wouldn't be much different than 8th level characters doing caravan escort duty. Fine when you're low level, not at higher levels.I think some groups/DMs would find that solution unsatisfying.
Thanks! My last bit that helped was NPC cards (a blank set for the PCs). Same for any other adventure with an NPC cluster like Out of the Abyss.Wow! Just wow. I had a good read through.
If I wasn’t sure about running again, I am now. So much good stuff in there to bring it to life. Inspiring.
Really enjoyed reading that. Thanks for sharing.
Sure. But one of the trademarks of any high seas adventures is peril of the sea itself. Peril that becomes trivial once you start getting spells of levels 4+ cause your lower level spell become cheap and you start getting some nasties for ship to ship combat. Control Water, Sleet storm, Fly, Teleport, Disintegrate. Water breathing/ walking become cheap spells to cast.I think some groups/DMs would find that solution unsatisfying.
Sure. But one of the trademarks of any high seas adventures is peril of the sea itself. Peril that becomes trivial once you start getting spells of levels 4+ cause your lower level spell become cheap and you start getting some nasties for ship to ship combat. Control Water, Sleet storm, Fly, Teleport, Disintegrate. Water breathing/ walking become cheap spells to cast.
It boils down to what kind of game you wanna run. You mentioned Master and Commander. That is low level game, tier 1. When your characters are in late tier 2, they are leaving Pirates of the Caribbean fantasy territory (say up to levels 6-7) and slowly entering One Piece. Tier 3-4 are full on One Piece territory. Ships are trivial to deal with, specially if you have caster heavy party.
Some ideas could be…All this is convincing me that by our levels (8+), ships need to be a bit more. So, at the docks this last session, the party dropped by to see what was being built. The old shipwright talked about the old days where fighting was honest, but there's now glyph-infused construction (no need for a fire pump and honest labor), the new "livewood" from the deep mainland jungles (being plundered, to the chagrin of the ancient beings that live there, wood that has sentience, like Robin Hobb books), and the Hurricane King style ships like one made out of dragon bones that supposedly can fly or go underwater for periods of time.
The nation of Cheliax (Asmodeus is the lead religion) makes pacts with devils, so their warships will be accompanied by flying scouts and all sorts of nasties. It just doesn't seem fair for the poor pirate starting out and just trying to make their way...

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.