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General Tabletop Discussion
*Dungeons & Dragons
Vehicle combat rules for a piracy-themed campaign - suggestions?
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<blockquote data-quote="Unwise" data-source="post: 6533950" data-attributes="member: 98008"><p>When dealing with a lot of small vessels, I borrowed from the EotE game a bit and added in structure and breach for vehicles and vehicle weapons. For each point of structure a building/vehicle has, it has DR10, for each point of breach a weapon has, it ignores 1 point of structure.</p><p></p><p>So the rogue fires his crossbow at the ship with structure 4, it ignores the first 40 points of damage he does.</p><p></p><p>A ram from the prow of a ship might only do 3d10 damage (as a person just bounces out the way) but it has breach 5, so will hit the skiff for full damage.</p><p></p><p>The small fire-thrower on your skiffs prow does 3d10 damage, but against wooden structures it has breach 4, so will hurt most structures pretty badly.</p><p></p><p>The good thing about this are:</p><p>- It lets vehicle weapons matter, without making them auto-death to combatants. </p><p>- It does not overshadow the damage that a DPR class will put out like giving everybody a cannon to fire normally does. </p><p>- It also addresses the silliness of stabbing a ship with a rapier and expecting it to wittle the ship down in a meaningful way.</p><p>- It allows you to have small HP pools on ships, without fear of PCs just stabbing them to death. This stops overly protacted combats. One good shot from a siege weapon will destroy a small ship, but it would take PCs with a sword ages to do so.</p><p></p><p>I gave great axes and mauls breach 1, this made them the right tools for the job when attempting demolition of enemy rudders etc. I set breach 1 as the benchmark of an unremarkable wooden door, so an axe is not getting through a proper palisade any time soon.</p></blockquote><p></p>
[QUOTE="Unwise, post: 6533950, member: 98008"] When dealing with a lot of small vessels, I borrowed from the EotE game a bit and added in structure and breach for vehicles and vehicle weapons. For each point of structure a building/vehicle has, it has DR10, for each point of breach a weapon has, it ignores 1 point of structure. So the rogue fires his crossbow at the ship with structure 4, it ignores the first 40 points of damage he does. A ram from the prow of a ship might only do 3d10 damage (as a person just bounces out the way) but it has breach 5, so will hit the skiff for full damage. The small fire-thrower on your skiffs prow does 3d10 damage, but against wooden structures it has breach 4, so will hurt most structures pretty badly. The good thing about this are: - It lets vehicle weapons matter, without making them auto-death to combatants. - It does not overshadow the damage that a DPR class will put out like giving everybody a cannon to fire normally does. - It also addresses the silliness of stabbing a ship with a rapier and expecting it to wittle the ship down in a meaningful way. - It allows you to have small HP pools on ships, without fear of PCs just stabbing them to death. This stops overly protacted combats. One good shot from a siege weapon will destroy a small ship, but it would take PCs with a sword ages to do so. I gave great axes and mauls breach 1, this made them the right tools for the job when attempting demolition of enemy rudders etc. I set breach 1 as the benchmark of an unremarkable wooden door, so an axe is not getting through a proper palisade any time soon. [/QUOTE]
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Vehicle combat rules for a piracy-themed campaign - suggestions?
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