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What are the "True Issues" with 5e?
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<blockquote data-quote="M_Natas" data-source="post: 9110153" data-attributes="member: 7025918"><p>I think because having codified ship crew roles is stupid. That's why I don't like most of the Homebrew Ship combat rules, because they are like "every character pics a ship role and now only can do these things". Except for the Spelljammer Pilot you don't need codified rules.</p><p></p><p>In my Spelljammer Homebrew Rules, I added general actions every character can try to do and also some slightly additions to make the ship fights more interesting.</p><p>- motivate and/or command the crew.</p><p>Commanding part of the crew is obvious (man the ballista!), motivate, if it succeds, gives the crew advantage on the the thing that they are commanded to do (like the next attack with the ballista).</p><p></p><p>Repair the ship (during combat that gives temp. HP to the ship).</p><p></p><p>Heal crewman.</p><p></p><p>They can try to influence ship moral.</p><p></p><p>Ship damage does things to the ship (reducing air envelope, reducing speed).</p><p></p><p>Misshaps can happen (similar to the internal machines) that need to be repaired.</p><p></p><p></p><p>Ships now have to use up speed to turn (to make fights a little more tactical). Weapons have an firing arc (so no catapults firing backwards).</p><p></p><p>Spelljammer Pilots can use spell slots to increase the speed of the ship.</p><p></p><p>Like, my additnal battle rules are just 4 pages out of 50 for my Spelljammer Rules set.</p><p>Just something to have streamlined ship to ship combat that can go fast, is not boring for most of the characters and still allows tactical decisions.</p></blockquote><p></p>
[QUOTE="M_Natas, post: 9110153, member: 7025918"] I think because having codified ship crew roles is stupid. That's why I don't like most of the Homebrew Ship combat rules, because they are like "every character pics a ship role and now only can do these things". Except for the Spelljammer Pilot you don't need codified rules. In my Spelljammer Homebrew Rules, I added general actions every character can try to do and also some slightly additions to make the ship fights more interesting. - motivate and/or command the crew. Commanding part of the crew is obvious (man the ballista!), motivate, if it succeds, gives the crew advantage on the the thing that they are commanded to do (like the next attack with the ballista). Repair the ship (during combat that gives temp. HP to the ship). Heal crewman. They can try to influence ship moral. Ship damage does things to the ship (reducing air envelope, reducing speed). Misshaps can happen (similar to the internal machines) that need to be repaired. Ships now have to use up speed to turn (to make fights a little more tactical). Weapons have an firing arc (so no catapults firing backwards). Spelljammer Pilots can use spell slots to increase the speed of the ship. Like, my additnal battle rules are just 4 pages out of 50 for my Spelljammer Rules set. Just something to have streamlined ship to ship combat that can go fast, is not boring for most of the characters and still allows tactical decisions. [/QUOTE]
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What are the "True Issues" with 5e?
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