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*Dungeons & Dragons
Self-Defeating Rules in D&D
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<blockquote data-quote="Stormonu" data-source="post: 9749540" data-attributes="member: 52734"><p>Oh, you might be able to - but you'd have to make your own rules for it; the "vehicle" rules in Saltmarsh and Spelljammer for ship-to-ship is anemic at best (not to mention, not part of the "core" rules). Those vehicle rules are very narrative based, glossing over maneuvering, positioning and even handling a mass boarding attack - especially with more than 1 vs. 1 vessel.</p><p></p><p>In 3E, the climatic sea battle was 7 player-controlled ships (+crew) vs. 3 enemy vessels, with a 4th enemy vessel arriving at the tail end of the fight. I was able to use the core rules (Leadership and such), Miniature's Handbook (for "mass" combat) plus Stormwrack (for the ship stats) to handle the combat.</p><p></p><p>In 5E, I did manage to do a mass battle for the finale - the PCs had a land-based army, plus sea elves, tritons, kaopolithics and merfolk vs. the Sahaugin - while the party infiltrated the enemy base. If I had followed the module's rules, the entire battle would have been resolved slowly by the "points" the infiltrating party accumulated. I ended up making a (heavily) modified version of the mob rules (with an excel spreadsheet!) to run the twin battles (land and sea - using battlemats and miniatures via Roll20) with the PCs acting as allied commanders while they also simultaneously RP'ed the infiltration. It worked okay, but a lot was custom-built by me, and not even the module itself attempted to cover the larger scope - it would have all pivoted on the 4 character's infilatrion actions, and the war outside just a bar to beat to succeed.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9749540, member: 52734"] Oh, you might be able to - but you'd have to make your own rules for it; the "vehicle" rules in Saltmarsh and Spelljammer for ship-to-ship is anemic at best (not to mention, not part of the "core" rules). Those vehicle rules are very narrative based, glossing over maneuvering, positioning and even handling a mass boarding attack - especially with more than 1 vs. 1 vessel. In 3E, the climatic sea battle was 7 player-controlled ships (+crew) vs. 3 enemy vessels, with a 4th enemy vessel arriving at the tail end of the fight. I was able to use the core rules (Leadership and such), Miniature's Handbook (for "mass" combat) plus Stormwrack (for the ship stats) to handle the combat. In 5E, I did manage to do a mass battle for the finale - the PCs had a land-based army, plus sea elves, tritons, kaopolithics and merfolk vs. the Sahaugin - while the party infiltrated the enemy base. If I had followed the module's rules, the entire battle would have been resolved slowly by the "points" the infiltrating party accumulated. I ended up making a (heavily) modified version of the mob rules (with an excel spreadsheet!) to run the twin battles (land and sea - using battlemats and miniatures via Roll20) with the PCs acting as allied commanders while they also simultaneously RP'ed the infiltration. It worked okay, but a lot was custom-built by me, and not even the module itself attempted to cover the larger scope - it would have all pivoted on the 4 character's infilatrion actions, and the war outside just a bar to beat to succeed. [/QUOTE]
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