Stormwrack- Anybody got it?

Ships described in Stormwrack:

Barge - oars
Caravel - sails (PHB sailing ship)
Cog - sails
Coracle - oars
Dhow - sails
Dromond - oars/sails (PHB warship)
Dugout - oars
Elf Wingship - sails
Galley - oars/sails
Greatship (carrack) - sails
Ironclad - oars/sails
Junk - sails
Keelboat - sails/oars
Launch - oars
Longship - oars/sails
Pinnace - sails/oars
Raft - oars
Rowboat - oars
Theurgeme - magic
Trireme - oars/sails
War Canoe - oars/sails
 

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Narrative Naval Combat system

In narrative naval combat, you add the following steps to the end of the round:

A. Check for advantage, if necessary.
B. Opposing ship declares heading and speed.
C. Advantaged ship declares heading and speed.
D. Ships Move. Adjust the ships' range based on the declared headings.
E. Opposing ship resolves special maneuvers, if any.
E. Advantaged ship resolves special maneuvers, if any.
G. Round ends.

Advantage is checked at the beginning of combat and rechecked under a limited number of circumstances. Check is done using opposed Profession (sailor) checks.

Damaging ships is detailed using a system of hull sections. Each type of ship has a number of hull sections. There are 5 levels of damage that a ship can be operating under: damaged (1 hull section reduced to 50% or less), severely damaged (2 or more hull sections reduced to 50% or less), holed (1 hull section destroyed), rigging damaged (1 rigging section reduced by 50% or more), dismasted (1 rigging section destroyed). If 25% of the hull sections are destroyed, the ship sinks.
 

Whizbang Dustyboots said:
Different strokes for different folks. They sound more interesting to me than 99 percent of feats in any other WotC book, with the possible exception of a few of the feats in Complete Arcane.

Like many elements of an RPG, feats can be plenty interesting but still ultimately be lame and naughty word. If they're going to make feats that only works in a certain, very specific condition, then they need to take a note from their tectical feat design and make each of those feats very full-featured so they aren't outshined by general utility feats. I'm betting that feats like "Old Salt" and "Sea Legs" confer benefits that could be rolled-up into one feat.
 
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Felon said:
Like many elements of an RPG, feats can be plenty interesting but still ultimately be lame and naughty word. If they're going to make feats that only works in a certain, very specific condition, then they need to take a note from their tectical feat design and make each of those feats very full-featured so they aren't outshined by general utility feats. I'm betting that feats like "Old Salt" and "Sea Legs" confer benefits that could be rolled-up into one feat.
That's nice. I still find feats with flavor to be a hell of a lot more interesting than ones that are focused on game logic advantages only, which are the majority of published feats by, well, everyone.

"My character heroically steps around an artificial constraint of gameplay! Victory is mine!"

Yeah, I'll take being a better spellcaster on the high seas only over that.

I'm too damn old to find min/maxing to be any kind of achievement any more. I play for entertainment at this point, not optimal playstates. If I want to worry about optimal play, I'll play backgammon.
 

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