Saeviomagy
Adventurer
2eBladeSinger said:Whatever the situation in which the DM would like the PCs to be involved and for which he thinks sailing is a relevant skill. Ship to ship combat comes to mind but there could be others especially in a sailing-themed campaign. Suppose the PCs want to bring a ship in close to the shore yet the coast is rocky and barely navigable. Or, a storm is coming in and the PCs need to secure the ship against swells - the scenario and the consequences are up to the DM and I have not heard, yet, a suggestion that an entire campaign be decided on one single die roll. Yet you seem convinced that is what is being discussed here.
Most implementations of ship-to-ship combat tend to go overboard on what you do with your sailing skill. I'd really like one that does to ship-to-ship combat what the 4e rules have done to combat in general (less rolls, faster turns etc).
If you're saying that the coast is rocky, and a sailing check is required to not sink your ship, then you ARE deciding the campaign on a die roll. That's kind of my point. In a ship-based campaign, the ship effectively is the campaign setting, and sinking it tends to have dire effects.
Anyway, I'm derailing significantly here. Personally I like the "+2 to skills in a familiar area" bonus as a sort of profession-fill-in feat. I feel it covers a broad range of possible professional skills, avoids significant abuse and still leaves an incentive for people to pick up the skills that might fit within their profession without making them overly powerful and inconsistent (ie - a +5 to all skills while sailing is a bit odd, because bad climbers become good climbers just based on whether they're on a boat or not - the familiarity clause makes a bit more sense).
Last edited: