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<blockquote data-quote="Voi_D_ragon" data-source="post: 9213964" data-attributes="member: 6855956"><p>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.</p><p></p><p>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 <a href="https://www.enworld.org/threads/i-figured-out-why-all-5e-ship-rules-suck.691771/" target="_blank">this thread</a> (here's the link to the old <a href="https://homebrewery.naturalcrit.com/share/JXHLB4kKnJOl" target="_blank">old version of the rules</a> in case anybody cares)</p><p></p><p>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 <a href="https://homebrewery.naturalcrit.com/share/HkZZDNDegSr" target="_blank">Version 0.2</a>, ready for your feedback! </p><p></p><p>Main changes: </p><ul> <li data-xf-list-type="ul">Initiative (seamanship) is now rolled at the beginning of combat and remains the same throughout<ul> <li data-xf-list-type="ul">But you may manipulate your place in the initiative order using actions</li> </ul></li> <li data-xf-list-type="ul">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)</li> <li data-xf-list-type="ul">Boarding Actions have been overhauled.</li> <li data-xf-list-type="ul">Marines now have something more to do outside of boarding actions. </li> <li data-xf-list-type="ul">Naval feats have been reworked</li> <li data-xf-list-type="ul">A "resting" mechanic has been added for ships</li> <li data-xf-list-type="ul">Added special ammunition, which allows your attacks to have some extra effects</li> </ul><p></p><p>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: <a href="https://app.roll20.net/join/16389910/-5n0hw" target="_blank">https://app.roll20.net/join/16389910/-5n0hw</a></p><p></p><p>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 <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Voi_D_ragon, post: 9213964, member: 6855956"] 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 [URL='https://www.enworld.org/threads/i-figured-out-why-all-5e-ship-rules-suck.691771/']this thread[/URL] (here's the link to the old [URL='https://homebrewery.naturalcrit.com/share/JXHLB4kKnJOl']old version of the rules[/URL] 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 [URL='https://homebrewery.naturalcrit.com/share/HkZZDNDegSr']Version 0.2[/URL], ready for your feedback! Main changes: [LIST] [*]Initiative (seamanship) is now rolled at the beginning of combat and remains the same throughout [LIST] [*]But you may manipulate your place in the initiative order using actions [/LIST] [*]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 [/LIST] 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: [URL]https://app.roll20.net/join/16389910/-5n0hw[/URL] 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 :D [/QUOTE]
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