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General Tabletop Discussion
*TTRPGs General
What would you want in a book of naval rules?
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<blockquote data-quote="RangerWickett" data-source="post: 5810086" data-attributes="member: 63"><p><strong>Update:</strong> We've launched our Kickstarter! <a href="http://www.enworld.org/forum/general-rpg-discussion/317964-what-would-you-want-book-naval-rules-6.html#post5839231" target="_blank">Announcement</a></p><p></p><p> </p><p></p><p><strong>Original Post Below</strong></p><p></p><p>E.N. Publishing plans to release a book of naval rules, and I want to make sure we have everything people want in order to have adventures on the high seas.</p><p></p><p>The approach we're taking is not to have grid-based ship maneuvers. Instead of 'tactical ship combat,' we're trying to have rules to cover events like closing for combat, boarding actions, chase sequences, and so on. Then once the ships are close enough, you switch to normal D&D tactical combat rules.</p><p></p><p>For instance, the party decides to fight some pirates. While a real scenario with two ships closing and angling for the perfect boarding action could take hours of tacking and feints and clever uses of currents and winds, the possible final states are pretty limited -- face to face, side to side, back to front, etc. Add in cannons and fireballs and things get a bit more complicated -- sinking, on fire, etc. -- but most D&D games will want to get to the point where two ships are adjacent and people start swinging swords.</p><p></p><p>That in mind, though, I'd be willing to put effort into making a more rules-heavy option for people who like that sort of thing. And I've got options for designing ships with all sorts of fun additions and special powers. And there are plenty of ways for PCs to contribute to a naval encounter so everyone's involved.</p><p></p><p>But what, in particular, would you like? If I could promise something in this product that would get you to buy it (or illegally download it) and use it in your game, what would that be?</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5810086, member: 63"] [b]Update:[/b] We've launched our Kickstarter! [url=http://www.enworld.org/forum/general-rpg-discussion/317964-what-would-you-want-book-naval-rules-6.html#post5839231]Announcement[/url] [b]Original Post Below[/b] E.N. Publishing plans to release a book of naval rules, and I want to make sure we have everything people want in order to have adventures on the high seas. The approach we're taking is not to have grid-based ship maneuvers. Instead of 'tactical ship combat,' we're trying to have rules to cover events like closing for combat, boarding actions, chase sequences, and so on. Then once the ships are close enough, you switch to normal D&D tactical combat rules. For instance, the party decides to fight some pirates. While a real scenario with two ships closing and angling for the perfect boarding action could take hours of tacking and feints and clever uses of currents and winds, the possible final states are pretty limited -- face to face, side to side, back to front, etc. Add in cannons and fireballs and things get a bit more complicated -- sinking, on fire, etc. -- but most D&D games will want to get to the point where two ships are adjacent and people start swinging swords. That in mind, though, I'd be willing to put effort into making a more rules-heavy option for people who like that sort of thing. And I've got options for designing ships with all sorts of fun additions and special powers. And there are plenty of ways for PCs to contribute to a naval encounter so everyone's involved. But what, in particular, would you like? If I could promise something in this product that would get you to buy it (or illegally download it) and use it in your game, what would that be? [/QUOTE]
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What would you want in a book of naval rules?
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