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[Skull & Bones] Naval Combat
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<blockquote data-quote="Hussar" data-source="post: 3019258" data-attributes="member: 22779"><p>While I haven't used these particular rules, they sound close enough to the Broadsides!! rules for government work.</p><p></p><p>Yeah, tedious describes ship combat very well. Actually, mind-numbingly boring comes to mind as well. The scales simply don't work for d20 combat. 5 foot scale? For ships? Come on, most of the combat will be at around 300 feet or so. You need a heck of a sized table to do that on. Never mind that spotting can occur at miles away. Then you have the oh so joyous fun of running the game for the next 9 in game hours while the ships close on eachother.</p><p></p><p>Wake me up when it's over.</p><p></p><p>My thought for this is to completely toss all realism. Scrap it and go to a completely abstract system. I've been tossing this idea around in my head for a long time, but, I completely suck at coming up with rules. So, if someone who is good at doing that sort of thing likes this idea, I'll buy the book you put it in. <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></p><p>My idea is to convert ships to a single monster. Use the template format to convert ships into either Gargantuan or Collosal monsters. No ranged attacks, or, maybe very limited ones. Let them have melee attacks based on how much damage they can do, a bit of math for marines, that sort of thing. Give it hit points based on crew. That sort of thing.</p><p></p><p>Then, when ship to ship combat comes up, you plunk down the minis on the battle map and have at it. Start combat at 100 feet or so and let fly. Perhaps use some ideas from DDM for terrain effects and the like to simulate islands and reefs and the like.</p><p></p><p>So, instead of ship combat taking about 15 hours of game play, it takes 15 minutes. </p><p></p><p>That's my advice after trying to run a naval campaign for a year and a half. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p></blockquote><p></p>
[QUOTE="Hussar, post: 3019258, member: 22779"] While I haven't used these particular rules, they sound close enough to the Broadsides!! rules for government work. Yeah, tedious describes ship combat very well. Actually, mind-numbingly boring comes to mind as well. The scales simply don't work for d20 combat. 5 foot scale? For ships? Come on, most of the combat will be at around 300 feet or so. You need a heck of a sized table to do that on. Never mind that spotting can occur at miles away. Then you have the oh so joyous fun of running the game for the next 9 in game hours while the ships close on eachother. Wake me up when it's over. My thought for this is to completely toss all realism. Scrap it and go to a completely abstract system. I've been tossing this idea around in my head for a long time, but, I completely suck at coming up with rules. So, if someone who is good at doing that sort of thing likes this idea, I'll buy the book you put it in. :) My idea is to convert ships to a single monster. Use the template format to convert ships into either Gargantuan or Collosal monsters. No ranged attacks, or, maybe very limited ones. Let them have melee attacks based on how much damage they can do, a bit of math for marines, that sort of thing. Give it hit points based on crew. That sort of thing. Then, when ship to ship combat comes up, you plunk down the minis on the battle map and have at it. Start combat at 100 feet or so and let fly. Perhaps use some ideas from DDM for terrain effects and the like to simulate islands and reefs and the like. So, instead of ship combat taking about 15 hours of game play, it takes 15 minutes. That's my advice after trying to run a naval campaign for a year and a half. :( [/QUOTE]
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