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Sinking a Rowboat - How?
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<blockquote data-quote="Primitive Screwhead" data-source="post: 3790565" data-attributes="member: 20805"><p>I have a book called 'Broadsides', a D20 book that covers naval engagements. Heres how they would handle that.</p><p></p><p>Your hitpoints are right on the money, a Fishing Boat is listed with a Hull of 15 hps, hardness 6, break DC of 26.</p><p></p><p>If the vessel takes more than 50% {7 points} of hull damage, it starts taking on water based on how damaged the hull is, counted in 'water damage' which acts like subdual damage. Once the lost hitpoints + water damage exceeds the Hull hit points, the vessel starts to sink.</p><p></p><p> Characters can bail out 1 point of water damage per round.</p><p> Characters can also patch the Hull, with a Profession Sailer or Craft: Boat check DC 15. This provides a DR of 1 versus water damage.</p><p></p><p></p><p>For this vessel, the following list shows how much water pours in each round:</p><p>[code]</p><p>Hull HP left Water Points Taken What happens when it sinks</p><p> 7 1</p><p> 6 2 Floats for 2D6 rounds, then sinks</p><p> 5 4 </p><p> 4 6 Floats for 1D6 rounds, then sinks</p><p> 3 10 </p><p> 2 15 Floats for 1D3 rounds, then sinks</p><p> 1 30</p><p> 0 Total Wreckage, non salvable</p><p>[/code]</p><p></p><p>When sinking, the vessel drops 25' per round.</p><p></p><p> Needless to say, a rowboat taking on water is not a good thing <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>A Large Shark would need to take two solid bites {1D8+4}, but a Huge Shark could shred the boat {2D6+7} in a single *CHOMP*</p><p></p><p>If I were running it, I would have the boat knocked down to 6 hit points, which allows for the players to make choices one way or the other.</p><p></p><p>I hope this helps!</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3790565, member: 20805"] I have a book called 'Broadsides', a D20 book that covers naval engagements. Heres how they would handle that. Your hitpoints are right on the money, a Fishing Boat is listed with a Hull of 15 hps, hardness 6, break DC of 26. If the vessel takes more than 50% {7 points} of hull damage, it starts taking on water based on how damaged the hull is, counted in 'water damage' which acts like subdual damage. Once the lost hitpoints + water damage exceeds the Hull hit points, the vessel starts to sink. Characters can bail out 1 point of water damage per round. Characters can also patch the Hull, with a Profession Sailer or Craft: Boat check DC 15. This provides a DR of 1 versus water damage. For this vessel, the following list shows how much water pours in each round: [code] Hull HP left Water Points Taken What happens when it sinks 7 1 6 2 Floats for 2D6 rounds, then sinks 5 4 4 6 Floats for 1D6 rounds, then sinks 3 10 2 15 Floats for 1D3 rounds, then sinks 1 30 0 Total Wreckage, non salvable [/code] When sinking, the vessel drops 25' per round. Needless to say, a rowboat taking on water is not a good thing :) A Large Shark would need to take two solid bites {1D8+4}, but a Huge Shark could shred the boat {2D6+7} in a single *CHOMP* If I were running it, I would have the boat knocked down to 6 hit points, which allows for the players to make choices one way or the other. I hope this helps! [/QUOTE]
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