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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: 5811736" data-attributes="member: 63"><p>Not sure what you mean about this, other than 'have maps for PCs to look at.'</p><p></p><p></p><p></p><p>Got it.</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>Good points. Again, I've so far mostly focused on the 'adventure' side of things, and less on the financial. But as motivation and backdrop for adventure, trade's important. And while it's hard to make endurance challenges particularly exciting in an RPG, some guidelines for morale and starvation are in order.</p><p></p><p></p><p></p><p>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. </p><p></p><p>The trick is to have rules that protect classic tropes of high seas adventure without going to far. It's not classic to fireball an enemy ship from 800 feet away and kill everyone on deck, but it is classic to occasionally set an enemy ship aflame and battle beneath its burning sails.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5811736, member: 63"] Not sure what you mean about this, other than 'have maps for PCs to look at.' Got it. 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. Good points. Again, I've so far mostly focused on the 'adventure' side of things, and less on the financial. But as motivation and backdrop for adventure, trade's important. And while it's hard to make endurance challenges particularly exciting in an RPG, some guidelines for morale and starvation are in order. 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. The trick is to have rules that protect classic tropes of high seas adventure without going to far. It's not classic to fireball an enemy ship from 800 feet away and kill everyone on deck, but it is classic to occasionally set an enemy ship aflame and battle beneath its burning sails. [/QUOTE]
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What would you want in a book of naval rules?
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