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<blockquote data-quote="Magus_Jerel" data-source="post: 128957" data-attributes="member: 3940"><p>Hey - I run a naval campaign - done a lot of this Myself.</p><p></p><p>check out the damage an item rules -</p><p></p><p>You have hardness and how thick the hull itself is factoring in here to determine HP and a "damage reduction" of sorts.</p><p></p><p>As far as "AC" - well, objects that aren't attended have a Dex of 0, and thus a -5 penalty to their "AC". You also have to account for the size penalties to determine it.</p><p></p><p>Usually - the problem isn't hitting the ship - it is doing significant damage to it. Objects automatically take 1/2 damage from energy attacks (except sonic forms IIRC), AND the hardness involved negates "minor" nicks.</p><p></p><p>Now - with a ship - One of my players suggested a feat similar to mounted combat could be used for avoiding hits. However, I think guiding a horse is a whole lot different than guiding a ship. It might have been valid in some of the smaller vessels - but not what we were using.</p><p></p><p>Some things players have done for the party vessel/base:</p><p></p><p>Created magically reinforced hulls and decks -</p><p></p><p>A laboratory inside an extra-dimensional space, which could </p><p>only be accessed ship-board. The priest had a mini chapel where the crew could come and worship every now and then.</p><p></p><p>Rendered the deck "water tight" in addition to the hull - and took her below the waves...</p><p></p><p>built a submarine - instead of a ship (this was ELABORATE - using magic, fire elementals to power boilers, generate electricity, generating fresh air via spell - and a whole bunch of wonderful features that only the wizard/gnome engineer could love)</p><p></p><p>built an airship/extra-planar capable vessel (which was similar to - but not quite like a "spelljammer" - and took the party several years to accomplish)</p><p></p><p>----------</p><p></p><p>The beautiful thing about ships is that the party can move anywhere there is water, sailing around the world, and the GM can scare the S**T out of the party with a mere hurricane, storm, or other natural phenomenon if you catch the party unprepared.</p><p></p><p>Since that little episode - the wizard has made and put into various locations a dozen control weather scrolls and created a control winds magic item.</p><p></p><p>The stronghold is mobile - and I find crew are much easier to detail than all the lands surrounding the small city the PC's want to build on land.</p></blockquote><p></p>
[QUOTE="Magus_Jerel, post: 128957, member: 3940"] Hey - I run a naval campaign - done a lot of this Myself. check out the damage an item rules - You have hardness and how thick the hull itself is factoring in here to determine HP and a "damage reduction" of sorts. As far as "AC" - well, objects that aren't attended have a Dex of 0, and thus a -5 penalty to their "AC". You also have to account for the size penalties to determine it. Usually - the problem isn't hitting the ship - it is doing significant damage to it. Objects automatically take 1/2 damage from energy attacks (except sonic forms IIRC), AND the hardness involved negates "minor" nicks. Now - with a ship - One of my players suggested a feat similar to mounted combat could be used for avoiding hits. However, I think guiding a horse is a whole lot different than guiding a ship. It might have been valid in some of the smaller vessels - but not what we were using. Some things players have done for the party vessel/base: Created magically reinforced hulls and decks - A laboratory inside an extra-dimensional space, which could only be accessed ship-board. The priest had a mini chapel where the crew could come and worship every now and then. Rendered the deck "water tight" in addition to the hull - and took her below the waves... built a submarine - instead of a ship (this was ELABORATE - using magic, fire elementals to power boilers, generate electricity, generating fresh air via spell - and a whole bunch of wonderful features that only the wizard/gnome engineer could love) built an airship/extra-planar capable vessel (which was similar to - but not quite like a "spelljammer" - and took the party several years to accomplish) ---------- The beautiful thing about ships is that the party can move anywhere there is water, sailing around the world, and the GM can scare the S**T out of the party with a mere hurricane, storm, or other natural phenomenon if you catch the party unprepared. Since that little episode - the wizard has made and put into various locations a dozen control weather scrolls and created a control winds magic item. The stronghold is mobile - and I find crew are much easier to detail than all the lands surrounding the small city the PC's want to build on land. [/QUOTE]
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