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What would you want in a book of naval rules?
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<blockquote data-quote="TheYeti1775" data-source="post: 5813612" data-attributes="member: 20914"><p>You have to rob a bit from other sources to pull it off but here's my take on it. Keep in mind I write this as a 3.5E person, but I'll try to keep it as neutral as possible.</p><p></p><p>1. Split the book up for the Combat/Chase stuff.</p><p style="margin-left: 20px">a. Base Line - these are the basic rules of combat for everyone's use to keep it simple.</p> <p style="margin-left: 20px">b. Option One Combat/Chase Rules - this is where you plug in the options of reefs (difficult terrain), variant speeds, broadsides versus manveurs, ship speeds, turning speed/radius and what not.</p> <p style="margin-left: 20px">Think it already exists somewhere, something like Landlubber/Wet Feet rules - basically it takes time to get sea legs and you walk different on land when you do.</p><p></p><p>2. New Skills / Feats</p><p style="margin-left: 20px">a. Skills </p><p style="margin-left: 20px">Navigation - Every 5 Ranks equals xx on course.</p> <p style="margin-left: 20px">Helmsman - Every 5 Ranks increases daily speed by xx, and combat speed by xx.</p> <p style="margin-left: 20px"></p></p> <p style="margin-left: 20px">Offer something like the Captain offers automatic synergy bonus to the skill checks if he has 5 Ranks in it as well.</p> <p style="margin-left: 20px">b. Feats - you like named feats that offer bonuses to it as well.</p> <p style="margin-left: 20px"></p><p></p><p>That all said the big thing is ship weapons versuses PC's and PC's versus ship.</p><p>Do something like Spelljammer did, 1 hull point (all ship items were hull points; sail/mast/deck/hull) was equal to 10 PC Hit Points. Using a 1 to 10 ration for whatever system should work for you and easily scales no matter what.</p><p>That's why the Kraken always wraps a ship up and doesn't immediately destroy it rightaway in the movies. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>All ship based weapons did damage in hull points, A ship balista damage might be listed as 1d8 but that is in hull points. A PC hit with it would be taking 10-80 hit points of damage. </p><p>Most would use a size mod to point aim at an individual, but I argue there is a negative to a called shot with a weapon already in most systems. Instead give a basic chart for hit location on a ship. It would reflect accuracy/inaccuracy of the Gunner manning it. 1-2 Hull / 3-4 Decking / 5-6 Forecastle / 7-8 Stern / 9 Crew member / 10 PC / 11 Rudder / 12 Mast / 13 Sail / etc etc.</p><p>Change distance scale in ship to ship too, each hex could be 300ft so make ship weapons hex based vice footage. Than mages won't overshadow at a distance.</p><p></p><p>Multiple Ship layout outs are a must in someway. </p><p>The slots are an important issue for ships. Space is limited, a man-o-war needs no where the cargo room as a transport ship, but needs the bunk space.</p><p>SW Saga's system fits what your looking for nicely. I just wouldn't use the system where something takes up more room just cause it's a larger ship.</p><p>10 tons of cargo space is the same on any ship. Keep it simple.</p><p></p><p>If you use cannons use historical references in their build.</p><p>HMS Victory was 104 gun ship with three tiers of the guns on both sides 50 per side 16ish per level. She is only 227ft long.</p><p>Dwarven/Gnome ship, use the CSS Virginia (aka USS Merrimack).</p><p></p><p>Magic's:</p><p>Fisherman's lader hold - Keeps any food fresh indefinitely (or body). Essentially a Gentle Repose modification to fit a room.</p><p>Helm of Navigation - Improves on course and manuvering</p><p></p><p>It's easy to make it complicated but most of the above can be sloted in without too much hassle. Most of the older players remember the old flying turning rules of 1E, they are easily modifiable to any edition</p></blockquote><p></p>
[QUOTE="TheYeti1775, post: 5813612, member: 20914"] You have to rob a bit from other sources to pull it off but here's my take on it. Keep in mind I write this as a 3.5E person, but I'll try to keep it as neutral as possible. 1. Split the book up for the Combat/Chase stuff. [indent]a. Base Line - these are the basic rules of combat for everyone's use to keep it simple. b. Option One Combat/Chase Rules - this is where you plug in the options of reefs (difficult terrain), variant speeds, broadsides versus manveurs, ship speeds, turning speed/radius and what not.[/indent] [indent]Think it already exists somewhere, something like Landlubber/Wet Feet rules - basically it takes time to get sea legs and you walk different on land when you do.[/indent] 2. New Skills / Feats [indent]a. Skills [indent]Navigation - Every 5 Ranks equals xx on course. Helmsman - Every 5 Ranks increases daily speed by xx, and combat speed by xx. [/indent] Offer something like the Captain offers automatic synergy bonus to the skill checks if he has 5 Ranks in it as well. b. Feats - you like named feats that offer bonuses to it as well. [/indent] That all said the big thing is ship weapons versuses PC's and PC's versus ship. Do something like Spelljammer did, 1 hull point (all ship items were hull points; sail/mast/deck/hull) was equal to 10 PC Hit Points. Using a 1 to 10 ration for whatever system should work for you and easily scales no matter what. That's why the Kraken always wraps a ship up and doesn't immediately destroy it rightaway in the movies. ;) All ship based weapons did damage in hull points, A ship balista damage might be listed as 1d8 but that is in hull points. A PC hit with it would be taking 10-80 hit points of damage. Most would use a size mod to point aim at an individual, but I argue there is a negative to a called shot with a weapon already in most systems. Instead give a basic chart for hit location on a ship. It would reflect accuracy/inaccuracy of the Gunner manning it. 1-2 Hull / 3-4 Decking / 5-6 Forecastle / 7-8 Stern / 9 Crew member / 10 PC / 11 Rudder / 12 Mast / 13 Sail / etc etc. Change distance scale in ship to ship too, each hex could be 300ft so make ship weapons hex based vice footage. Than mages won't overshadow at a distance. Multiple Ship layout outs are a must in someway. The slots are an important issue for ships. Space is limited, a man-o-war needs no where the cargo room as a transport ship, but needs the bunk space. SW Saga's system fits what your looking for nicely. I just wouldn't use the system where something takes up more room just cause it's a larger ship. 10 tons of cargo space is the same on any ship. Keep it simple. If you use cannons use historical references in their build. HMS Victory was 104 gun ship with three tiers of the guns on both sides 50 per side 16ish per level. She is only 227ft long. Dwarven/Gnome ship, use the CSS Virginia (aka USS Merrimack). Magic's: Fisherman's lader hold - Keeps any food fresh indefinitely (or body). Essentially a Gentle Repose modification to fit a room. Helm of Navigation - Improves on course and manuvering It's easy to make it complicated but most of the above can be sloted in without too much hassle. Most of the older players remember the old flying turning rules of 1E, they are easily modifiable to any edition [/QUOTE]
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What would you want in a book of naval rules?
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