Interesting. There's an old AD&D 2e "blue book" with that title: Of Ships and the Sea
True that. As soon as I posted that I thought that they could also use the rules for the silt skimmers in Darksun. Air, water, silt, space. Different environments through which ships can sail.
That would render it impossible to easily mix ship-combat with personal combat. I wouldn't be in favor.
True that. As soon as I posted that I thought that they could also use the rules for the silt skimmers in Darksun. Air, water, silt, space. Different environments through which ships can sail.
sure, if they are happy living like reptilians, they surely can do that XDFor you subjectively, but it seems to be working out OK.
sure, if they are happy living like reptilians, they surely can do that XD
or maybe is that their plan, make the supplement about lizardfolk, well... real![]()
I'd disagree with that.I also don't think an effective Artificer class can work without basic item crafting rules. So I hope that the crafting rules are forthcoming and the Artificer will build upon those.
Other than the hasty first proposal when it was a wizard subclass, have any of their attempts been a full caster?Making the Artificer a full caster is a cop-out (at best!) and it seems they are realizing that. The class needs to work and feel differently, and the crafting angle is a huge part of what it requires.
I don't think they have some detailed master plan. I think they had a loose outline for years 3 and onward and are just reacting as needed. (But because of the nature of publishing, the DO need to plan a year in advance.)or maybe is a random choice and we try to find a sense on it.
I don't consider them as rational as they seem to be, neither I don't think they have a really detailed plan for the future, but you know, it's just only me as usual![]()
I am sure they are happy making informed decisions based on previous results.
I'm not sure that's the case. Generally ship to ship action occurs before boarding action, though there's nothing to stop ranged PCs from trying the occasional long range shot (though it would most likely be at disadvantage...) Once the ships are side by side the action shifts to PC combat and things speed up dramatically.
as I said, no reliable plans.
Depends on the situation. If it's just ship-v-ship with nothing else interfering a 1-minute round is probably still in fact too slow, particularly if the ships have to maneuver between each attack. If it's ship-v-ship with combat also going on aboard one or more ships (but contained within each ship) then you can overlay one on the other by having the ship-v-ship stuff happen once every 10 or 20 or whatever rounds of melee combat.That would render it impossible to easily mix ship-combat with personal combat. I wouldn't be in favor.
Unless I'm missing something, owning a ship is a massive money sink that often takes you away from your own objectives. It's basically impossible for it to actually profit you over the course of a year, and instead of getting to do adventures based around sailing your ship to interesting places, you're burning money probably stuck rescuing your ship over and over again. If you want a campaign based around constantly saving your own ship then this system is for you!
Not to defend the other quibbles, but they are thinking of these:And if they're thinking of something else other than a zeppelin-type vessel they're using the wrong term, as that's what "airship" usually refers to.
Not to defend the other quibbles, but they are thinking of these:
http://eberron.wikia.com/wiki/Elemental_Airship
Which have been around for three editions now.