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General Tabletop Discussion
*TTRPGs General
Ship to ship combat
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<blockquote data-quote="Celebrim" data-source="post: 5674779" data-attributes="member: 4937"><p>This. Positioning in Naval warfare is simply too important to leave to a grid. There are subtle differences between how ship rigged and fore-and-aft rigged ships perform relative to the direction of the wind that you just can't capture on a grid. The eight points of the compass are likewise meaningless. What you really care about is whether you can go 8 degrees closer to the wind, and whether you get a speed bonus for a beam reach or for running free.</p><p></p><p>Come to think of it, I'm not nearly familiar enough with rules for ship to ship sailing combat myself. My knowledge based on writing and rewriting rules based on experiencing the failures of other systems. </p><p></p><p>So, does anyone know a system where?</p><p></p><p>1) There is no grid.</p><p>2) Armor provides damage resistance; the weight of shot is compared against the thickness of the ship's armor.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5674779, member: 4937"] This. Positioning in Naval warfare is simply too important to leave to a grid. There are subtle differences between how ship rigged and fore-and-aft rigged ships perform relative to the direction of the wind that you just can't capture on a grid. The eight points of the compass are likewise meaningless. What you really care about is whether you can go 8 degrees closer to the wind, and whether you get a speed bonus for a beam reach or for running free. Come to think of it, I'm not nearly familiar enough with rules for ship to ship sailing combat myself. My knowledge based on writing and rewriting rules based on experiencing the failures of other systems. So, does anyone know a system where? 1) There is no grid. 2) Armor provides damage resistance; the weight of shot is compared against the thickness of the ship's armor. [/QUOTE]
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