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General Tabletop Discussion
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What would you want in a book of naval rules?
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<blockquote data-quote="RoboCheney" data-source="post: 5810799" data-attributes="member: 6688114"><p>I'd like to see some nautical skill challenges. Maybe one for sailing / navigation, weathering a storm, or keeping a crippled ship afloat. I could see one player at the bilge pump, another putting out a fire, a third pulling a crew member that fell overboard.</p><p></p><p>Different positions PCs could hold on a ship (captain, quartermaster, navigation, etc) and how that plays into the above.</p><p></p><p>One situation that comes up often is when a ship boards another and you have a mass combat between the crews. Making them minions can make this situation easier to manage, but with 1 hp you also don't want half the crewmembers dying off in the first round. At the other end, there should be more structure to boarding combat than DM handwaving. I don't have a good answer, but its something to think about. (Maybe a mass combat could be a type of difficult terrain or hazard, and PCs win by beating the ship's leadership.)</p><p></p><p>Rules for building and outfitting your own ships would be nice, but maybe beyond the scope of the book. Only the hardcore naval campaigns would need this.</p><p></p><p>An appendix with advice for modifying all the rules for airships, planar ships in the Astral sea, and whatnot, for the fantastic and high-level adventures.</p></blockquote><p></p>
[QUOTE="RoboCheney, post: 5810799, member: 6688114"] I'd like to see some nautical skill challenges. Maybe one for sailing / navigation, weathering a storm, or keeping a crippled ship afloat. I could see one player at the bilge pump, another putting out a fire, a third pulling a crew member that fell overboard. Different positions PCs could hold on a ship (captain, quartermaster, navigation, etc) and how that plays into the above. One situation that comes up often is when a ship boards another and you have a mass combat between the crews. Making them minions can make this situation easier to manage, but with 1 hp you also don't want half the crewmembers dying off in the first round. At the other end, there should be more structure to boarding combat than DM handwaving. I don't have a good answer, but its something to think about. (Maybe a mass combat could be a type of difficult terrain or hazard, and PCs win by beating the ship's leadership.) Rules for building and outfitting your own ships would be nice, but maybe beyond the scope of the book. Only the hardcore naval campaigns would need this. An appendix with advice for modifying all the rules for airships, planar ships in the Astral sea, and whatnot, for the fantastic and high-level adventures. [/QUOTE]
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What would you want in a book of naval rules?
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