Voi_D_ragon
Explorer
I'll start out by saying I really dislike how 5e has treated naval gameplay thus far. Most of the time, player characters will use a ship basically as a "fast travel" (in the video game sense) option and barely interact with it at all. Not to mention combat, which boils down to being normal D&D combat on a ship battle map.
So for a while now I've been working on a new system of naval combat that would work with D&D, and this is what I have. I posted this project about a year ago in this thread (here's the link to the old old version of the rules in case anybody cares)
I stayed off the project for quite a bit, but I'm back working on it since I want to include it in an adventure I plan on writing, so here's Version 0.2, ready for your feedback!
Main changes:
Also, if anybody wants to playtest this, I randomly created a roll20 game with a large map divided into sections with some ship tokens you can use to get a feel for the game here: https://app.roll20.net/join/16389910/-5n0hw
Would love to hear your feedback, either on the feel of how it plays out or just on the rules by reading through them! Thanks a lot
So for a while now I've been working on a new system of naval combat that would work with D&D, and this is what I have. I posted this project about a year ago in this thread (here's the link to the old old version of the rules in case anybody cares)
I stayed off the project for quite a bit, but I'm back working on it since I want to include it in an adventure I plan on writing, so here's Version 0.2, ready for your feedback!
Main changes:
- Initiative (seamanship) is now rolled at the beginning of combat and remains the same throughout
- But you may manipulate your place in the initiative order using actions
- Ships now have a specific number of actions based on how much crew they have left (instead of requiring different amounts of crew for different actions)
- Boarding Actions have been overhauled.
- Marines now have something more to do outside of boarding actions.
- Naval feats have been reworked
- A "resting" mechanic has been added for ships
- Added special ammunition, which allows your attacks to have some extra effects
Also, if anybody wants to playtest this, I randomly created a roll20 game with a large map divided into sections with some ship tokens you can use to get a feel for the game here: https://app.roll20.net/join/16389910/-5n0hw
Would love to hear your feedback, either on the feel of how it plays out or just on the rules by reading through them! Thanks a lot