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*Dungeons & Dragons
Unearthed Arcana: Of Ships and The Sea
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<blockquote data-quote="77IM" data-source="post: 7764393" data-attributes="member: 12377"><p>I thought the Navigator was the person who navigated the ship, and the Quartermaster was in charge of stores, provisions, and cargo? Can some more nautically-minded person confirm or deny?</p><p></p><p>Overall I like the direction they are headed here, but it's rough in some parts.</p><p><img src="http://www.enworld.org/forum/images/smilies/1.gif" class="smilie" loading="lazy" alt=":1:" title="One :1:" data-shortname=":1:" /> "Crew quality" is under-baked; they should probably just use the Loyalty system in the <em>DMG</em> directly (which I've found to be a fairly good system), with a separate modifier for quality.</p><p><img src="http://www.enworld.org/forum/images/smilies/2.gif" class="smilie" loading="lazy" alt=":2:" title="Two :2:" data-shortname=":2:" /> I love the "components" idea, but the formatting takes up a ton of space, so they could probably categorize and compact this a bit. </p><p><img src="http://www.enworld.org/forum/images/smilies/3.gif" class="smilie" loading="lazy" alt=":3:" title="Three :3:" data-shortname=":3:" /> Giving ships Str, Dex and Con is a great idea -- but they should not have Int, Wis or Cha of 0. This is the first place in 5E where an ability score is listed as 0; for example, sentient magic items don't have Str, Dex, and Con of 0, they simply lack those scores. But I think the concept of giving character-like abilities to vehicles works very well. </p><p><img src="http://www.enworld.org/forum/images/smilies/4.gif" class="smilie" loading="lazy" alt=":4:" title="Four :4:" data-shortname=":4:" /> The "hazards" pseudo-skill-challenge thing where you add up check results really doesn't work for me. That section could just be replaced with some random tables (e.g. "Open Sea Hazards," "Coastline Hazards," "Mutinous Crew Hazards") which would be more useful and inspirational.</p><p><img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /> I love that they defined crew roles in terms of why a PC would want to do that role. But they're a bit restrictive in that you need exactly those six roles and each does one specific skill check. If a keelboat has a crew of 3, does that mean 3 roles are always unfilled? I'd rather see a list of like 10 roles, with better guidance for doubling-up on duties (e.g. sometimes the captain serves as helmswoman, sometimes she doesn't). Flexibility here is better for me than specificity.</p><p><img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" /> I could only think of 5 criticisms but I really wanted to use all six dice emojis.</p></blockquote><p></p>
[QUOTE="77IM, post: 7764393, member: 12377"] I thought the Navigator was the person who navigated the ship, and the Quartermaster was in charge of stores, provisions, and cargo? Can some more nautically-minded person confirm or deny? Overall I like the direction they are headed here, but it's rough in some parts. :1: "Crew quality" is under-baked; they should probably just use the Loyalty system in the [I]DMG[/I] directly (which I've found to be a fairly good system), with a separate modifier for quality. :2: I love the "components" idea, but the formatting takes up a ton of space, so they could probably categorize and compact this a bit. :3: Giving ships Str, Dex and Con is a great idea -- but they should not have Int, Wis or Cha of 0. This is the first place in 5E where an ability score is listed as 0; for example, sentient magic items don't have Str, Dex, and Con of 0, they simply lack those scores. But I think the concept of giving character-like abilities to vehicles works very well. :4: The "hazards" pseudo-skill-challenge thing where you add up check results really doesn't work for me. That section could just be replaced with some random tables (e.g. "Open Sea Hazards," "Coastline Hazards," "Mutinous Crew Hazards") which would be more useful and inspirational. :5: I love that they defined crew roles in terms of why a PC would want to do that role. But they're a bit restrictive in that you need exactly those six roles and each does one specific skill check. If a keelboat has a crew of 3, does that mean 3 roles are always unfilled? I'd rather see a list of like 10 roles, with better guidance for doubling-up on duties (e.g. sometimes the captain serves as helmswoman, sometimes she doesn't). Flexibility here is better for me than specificity. :6: I could only think of 5 criticisms but I really wanted to use all six dice emojis. [/QUOTE]
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