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What would you want in a book of naval rules?
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<blockquote data-quote="SiderisAnon" data-source="post: 5810447" data-attributes="member: 44949"><p>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:</p><p></p><p>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.)</p><p></p><p>1b) Include in there things for handling what happens when specific targets are used, like fireballing the sails or lightning bolting the rudder.</p><p></p><p>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.</p><p></p><p>3) Include some rules to help players modify ships; even better if there are rules for designing and building ships.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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 I've seen hour long arguments between players on how many people would be aboard a ship; historical references don't agree because it varied so much by time period, so a written rule would simplify things.</p><p></p><p></p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="SiderisAnon, post: 5810447, member: 44949"] 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. :) [/QUOTE]
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