Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
What would you want in a book of naval rules?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 5810292" data-attributes="member: 4937"><p>I was in a fairly long naval campaign. I remember all the following questions coming up:</p><p></p><p>1) What sort of trees can be used to build a ship?</p><p>2) How long does it take to build a ship, and how expensive is it?</p><p>3) How do ships from different naval eras compare?</p><p>4) How long can a ship stay at sea? </p><p>5) How long before they need to be replaced? </p><p>6) How far can a ship travel in a day?</p><p>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?</p><p>8) How far does a ship go off course under different conditions of travel, or different skills of navigator?</p><p>9) How long does it take a ship to sink?</p><p>10) How long does it take to repair a ship?</p><p>11) What sort of spells exist to defend against ship wrecking problems like magical fire? (We personally found it necessary to assume low level rituals were available for making wood and cloth relatively and permenently fireproof, otherwise, romantic ship combat based on sailing vessels just didn't really make sense.)</p><p>12) How do ship scale weapons interact with individual creatures? This is important, because you want to be careful that the broadside of a 'ship of the line' whether it be of cannons or mangonels not be something easily trained on a single NPC or medium sized monster. Warships are powerful items to put in the hands of PC's, but they shouldn't be too powerful. First edition had relatively little tools for grappling with this issue, and it was one of the several problems that led me to modify and then abandon the system. Third edition has some obvious tools to pull on. I'm not sure about 4th.</p><p></p><p>I think abstracting the manuever phases of ship combat is fine, because otherwise you've got to get out protractors, rulers, compasses, and so forth and do some occasional math. 'Hot Pursuit' style abstract chase or combat rules that lend themselves to narration seem ideal for most gaming scenarios. I personally think that you need to approximate 'armor as damage resistance' for sailing vessels regardless of system, as one of the most key elements of pre-guided missile/torpedo naval combat is that larger vessels are relatively immune to the weapons carried by vessels of a smaller class.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5810292, member: 4937"] I was in a fairly long naval campaign. I remember all the following questions coming up: 1) What sort of trees can be used to build a ship? 2) How long does it take to build a ship, and how expensive is it? 3) How do ships from different naval eras compare? 4) How long can a ship stay at sea? 5) How long before they need to be replaced? 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? 8) How far does a ship go off course under different conditions of travel, or different skills of navigator? 9) How long does it take a ship to sink? 10) How long does it take to repair a ship? 11) What sort of spells exist to defend against ship wrecking problems like magical fire? (We personally found it necessary to assume low level rituals were available for making wood and cloth relatively and permenently fireproof, otherwise, romantic ship combat based on sailing vessels just didn't really make sense.) 12) How do ship scale weapons interact with individual creatures? This is important, because you want to be careful that the broadside of a 'ship of the line' whether it be of cannons or mangonels not be something easily trained on a single NPC or medium sized monster. Warships are powerful items to put in the hands of PC's, but they shouldn't be too powerful. First edition had relatively little tools for grappling with this issue, and it was one of the several problems that led me to modify and then abandon the system. Third edition has some obvious tools to pull on. I'm not sure about 4th. I think abstracting the manuever phases of ship combat is fine, because otherwise you've got to get out protractors, rulers, compasses, and so forth and do some occasional math. 'Hot Pursuit' style abstract chase or combat rules that lend themselves to narration seem ideal for most gaming scenarios. I personally think that you need to approximate 'armor as damage resistance' for sailing vessels regardless of system, as one of the most key elements of pre-guided missile/torpedo naval combat is that larger vessels are relatively immune to the weapons carried by vessels of a smaller class. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What would you want in a book of naval rules?
Top