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<blockquote data-quote="the_redbeard" data-source="post: 6668907" data-attributes="member: 22644"><p>Something to consider is a <strong>stability track</strong> for the raft. This gives you a way to deliver a failure option with consequences without immediately dumping people or cargo overboard. Something like 5 is a steady level raft, and 0 is capsized. </p><p></p><p>5 no consequences, control checks made with advantage</p><p>4 control checks normal, some chop</p><p>3 bouncy, movement requires DC 8 acrobatics/athletics (fail: with handhelds, no move without handhelds fall prone and slide 1 hex toward edge each round until DC 8 dex save made), experiencing this for 5 rounds will require characters to make DC 8 con saves or become nauseous,</p><p>2 very bouncy, as 3 but DC is 10, all attack rolls at disadvantage, cargo might start moving (50% chance slide 1 hex toward edge)</p><p>1 topsy turvy, as 3 but DC is 15, handholds require Str save of 12 to hold on, control checks at disadvantage</p><p>0 capsized! everybody makes swim checks, check which cargo floats and which sinks, etc</p><p></p><p>I might be channeling something I remember from Car Wars years and years ago. </p><p></p><p>With some of the other posters' ideas we almost have a mini-board game.</p></blockquote><p></p>
[QUOTE="the_redbeard, post: 6668907, member: 22644"] Something to consider is a [b]stability track[/b] for the raft. This gives you a way to deliver a failure option with consequences without immediately dumping people or cargo overboard. Something like 5 is a steady level raft, and 0 is capsized. 5 no consequences, control checks made with advantage 4 control checks normal, some chop 3 bouncy, movement requires DC 8 acrobatics/athletics (fail: with handhelds, no move without handhelds fall prone and slide 1 hex toward edge each round until DC 8 dex save made), experiencing this for 5 rounds will require characters to make DC 8 con saves or become nauseous, 2 very bouncy, as 3 but DC is 10, all attack rolls at disadvantage, cargo might start moving (50% chance slide 1 hex toward edge) 1 topsy turvy, as 3 but DC is 15, handholds require Str save of 12 to hold on, control checks at disadvantage 0 capsized! everybody makes swim checks, check which cargo floats and which sinks, etc I might be channeling something I remember from Car Wars years and years ago. With some of the other posters' ideas we almost have a mini-board game. [/QUOTE]
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