Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Stats for Ship-Board Cannon?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="HeapThaumaturgist" data-source="post: 1859264" data-attributes="member: 12332"><p>Currently using a bit of a home brew system. The core of it is from RPGO's "Blood and Circuits", which has some data on building vehicles and sail-powered vehicles, along with some stuff on dirgibles, etc etc.</p><p></p><p>After reading around it seems like 11-12 Knotts per Hour was a good clip for a sailing ship of the aprox time. BnC would let you get up to something like 30 KtH pretty easy, with BIGGER ships getting better speeds. Has a static accel for sails, as well. It's sort of stripped down for sailing, but that's to be expected, as how many modern games are going to deal extensively with sailing ships?</p><p></p><p>For my use, however, close enough is close enough, as I have AIRship sailing ships ... the physics is already way beyond the realm of possiblity or even plausibility but is so darn cool as to have been done before and will no doubt be done again (once by me). I wanted to keep my ships somewhere in line with other ships, though, so I'm capping speeds at 1.5x what a similar real-world 16th century ship could do.</p><p></p><p>I've also instituted some easy house rules for speed and accel. Top Speed is capped at the top speed of the ship, and a percentage of the current wind speed set by a Navigate skill check. The DCs are in common increments of 5, but the actual percentage is unique to each ship (I may detail some BnC style rules for it later) with better/faster ships getting up to 1.25x the actual wind speed (the physics of sailing makes my head hurt). Accel is, likewise, in DC steps set by the particular ship and the current wind speed.</p><p></p><p>Sort of complex, I guess, but I wanted there to be some element of excitement and skill/chance for the group as they help crew/captain the ship, outrunning pirates, out maneuvering the enemy, eeking out a little more from the wind than the next guy, etc. etc.</p><p></p><p>What I DON'T have is tonnage/volume of cargo storage for ships. I can't really find any data on it in BnC, maybe I'm missing it ... there's some options for increasing cargo storage, and some stuff on trading passengers for cargo, but not stock cargo loads. I'm guesstimating them based on some random data I found online, but I'm sure it's so far from factual as to be laughable.</p><p></p><p>Next up is armament, as I'm sure they'll get into some scraps. Wouldn't be much fun if they didn't.</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 1859264, member: 12332"] Currently using a bit of a home brew system. The core of it is from RPGO's "Blood and Circuits", which has some data on building vehicles and sail-powered vehicles, along with some stuff on dirgibles, etc etc. After reading around it seems like 11-12 Knotts per Hour was a good clip for a sailing ship of the aprox time. BnC would let you get up to something like 30 KtH pretty easy, with BIGGER ships getting better speeds. Has a static accel for sails, as well. It's sort of stripped down for sailing, but that's to be expected, as how many modern games are going to deal extensively with sailing ships? For my use, however, close enough is close enough, as I have AIRship sailing ships ... the physics is already way beyond the realm of possiblity or even plausibility but is so darn cool as to have been done before and will no doubt be done again (once by me). I wanted to keep my ships somewhere in line with other ships, though, so I'm capping speeds at 1.5x what a similar real-world 16th century ship could do. I've also instituted some easy house rules for speed and accel. Top Speed is capped at the top speed of the ship, and a percentage of the current wind speed set by a Navigate skill check. The DCs are in common increments of 5, but the actual percentage is unique to each ship (I may detail some BnC style rules for it later) with better/faster ships getting up to 1.25x the actual wind speed (the physics of sailing makes my head hurt). Accel is, likewise, in DC steps set by the particular ship and the current wind speed. Sort of complex, I guess, but I wanted there to be some element of excitement and skill/chance for the group as they help crew/captain the ship, outrunning pirates, out maneuvering the enemy, eeking out a little more from the wind than the next guy, etc. etc. What I DON'T have is tonnage/volume of cargo storage for ships. I can't really find any data on it in BnC, maybe I'm missing it ... there's some options for increasing cargo storage, and some stuff on trading passengers for cargo, but not stock cargo loads. I'm guesstimating them based on some random data I found online, but I'm sure it's so far from factual as to be laughable. Next up is armament, as I'm sure they'll get into some scraps. Wouldn't be much fun if they didn't. --fje [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Stats for Ship-Board Cannon?
Top