Clint_L
Legend
Another suggestion: let the players participate regardless of whether they are officially part of the crew or not. One thing I do on voyages is, when an obstacle is encountered, ask each player what they can do to help out. For example, maybe the barbarian decides they can help keep the wheel steady with their great strength, the rogue wants to help with the sheets, the cleric offers to use guidance wherever needed, and so on. Then have them each make an appropriate ability check and, if the successes exceed the failures, maybe the d20 roll is made with advantage, and disadvantage if vice versa.
I dunno, maybe that complicates things too much for what you have in mind. But I find the players really enjoy coming up with inventive ways to help out and feeling like their contribution made a difference one way or the other.
Sailing getting safer as they level up comes down to a philosophical difference in the purpose of RPG narrative, I suppose. I'm of the school that if we're going to bother including something in the story, it should be an interesting. So I 100% would make a lock harder to pick at higher levels; the difference would be that instead of breaking into the local merchant's locked drawer, they are now breaking into a vault or something. On the same note, presumably higher level characters are going to more dangerous and exotic places, so the journey could be commensurately more dangerous, if you are that way inclined.
And of course sea voyages mostly become moot after about 9th level or so.
I dunno, maybe that complicates things too much for what you have in mind. But I find the players really enjoy coming up with inventive ways to help out and feeling like their contribution made a difference one way or the other.
Sailing getting safer as they level up comes down to a philosophical difference in the purpose of RPG narrative, I suppose. I'm of the school that if we're going to bother including something in the story, it should be an interesting. So I 100% would make a lock harder to pick at higher levels; the difference would be that instead of breaking into the local merchant's locked drawer, they are now breaking into a vault or something. On the same note, presumably higher level characters are going to more dangerous and exotic places, so the journey could be commensurately more dangerous, if you are that way inclined.
And of course sea voyages mostly become moot after about 9th level or so.