Mercutio01
First Post
This is by no means polished, but I did try to cobble together my own naval ship-to-ship combat rules that were neither too granular nor too abstract. Ship-to-Ship Combat - Online-Roleplaying.community
A good way to simulate tactical ship-to-ship combat, from the age of oar to the age of steam. Needs to cover chases, maneuvering, and boarding, as well as ship-to-ship fire.
I have a lot of opinions on this subject and heaploads of knowledge. Feel free to chat with me about it.
A few ideas: You might want to throw in some potential natural hazards to make closing with the enemy more interesting:
Reefs, squalls, a lee-shore.
Fighting (even during the boarding action) in a rolling sea.
Story ideas for the GM like having the PCs fight both a chase and an escape at the same time (fleeing from a larger ship while snapping up a smaller prize.)
Prize money? I dunno how historical and how fantastic you wanna go.
I was in a fairly long naval campaign. I remember all the following questions coming up:
6) How far can a ship travel in a day?
7) What happens when a ship suffers a 'critical hit', like a large hole below the water line, the rudder being splintered, or the main mast falls down?
9) How long does it take a ship to sink?
11) What sort of spells exist to defend against ship wrecking problems like magical fire?
12) How do ship scale weapons interact with individual creatures?
The use of deck plans in boarding actions.
Incidental damage to crew/PCs during battle - a cannonball hitting the side of a ship fills the air with shards of broken board, beam, and scantings. Being hit by the ball itself is not much fun either.
Wind actually having an effect on ship movement.
Morale on ship - with failure leading to desertion or, at an extreme, mutiny.
Long voyages taking a toll on the crew. (A truly astonishing number of crewmen would become ill or perish.)
The use of currents to establish sea routes. (Which leads in turn to triangular trade.)
I'd like to see a good treatment of how spells can be really effective against ships and how ships can defend against them.
I have ideas for this. Similar to how 4e characters have 'weapon' and 'armor' and 'amulet' item slots, I'm pondering giving ships 'weapon' and 'figurehead' and 'masthead' slots, to let you mount items and enchant the whole ship as if it were a character. A typical fishing vessel probably won't have anything, but most merchant vessels would probably invest in fire protection.
Long voyages taking a toll on the crew. (A truly astonishing number of crewmen would become ill or perish.)
In a high fantasy game, with an entourage of clerics armed with a silverware drawer full of Murlynd's spoons, would a well funded voyage have to really worry about these things?
Ehhhh, this is one of those 'more trouble than I think it's worth' situations. In the span of a normal combat, ships won't move much. The wind will be abstracted for the 'close to combat' and 'chase' rules.
I have run several heavily ship based campaigns. There are a number of things I found lacking in many of the books. To entice me into buying this book, I would suggest making sure you cover the following:
1) Include player magic in the rules completely. Too often naval combat for D&D seems to forget how much damage a single fireball or lightning bolt could do. (Worse are the ones that use a special scale for the ships and include siege weapons for that scale, but then forget to give you any rules for converting spells.)
1b) Include in there things for handling what happens when specific targets are used, like fireballing the sails or lightning bolting the rudder.
2) Have the ships travel at at least semi-realistic speeds and cover semi-realistic distances per day. Bonus if you include some information so that the GM can figure major trade currents in their world.
3) Include some rules to help players modify ships; even better if there are rules for designing and building ships.
4) Include pictures of the ships and accurate descriptions. I can't tell you the number of supplements I've seen where they say something like, "Caraval," and don't include a picture or description so that people are talking about the same type of ship.
5) Include a variety of ships. When there's only three to choose from, things get annoying for the GM. Make sure to include a variety from small fishing to large war or trade galleons.
6) Include realistic canons. Players always want to put canons on their ships for some reason and several rules systems I've bought either ignored them completely or did them in a way that didn't not feel at all satisfying.
7) Information on crew compliments and minimum crews would also be good. I've seen hour long arguments between players on how many people would be aboard a ship; historical references don't agree because it varied so much by time period, so a written rule would simplify things.
Of course, I'd also like to see things like some info on booty from pirated ships, cargo capacity for merchant ships, ideas on how many passengers a ship can hold, and what it costs to keep a ship maintained and supplied, but that's probably asking too much for basic naval rules.![]()