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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="FreeXenon" data-source="post: 5817936" data-attributes="member: 6228"><p>I think as some have said starting with "real world"ish math is good for those who wish to play more historically accurate games. It also gives you a place to start from. </p><p></p><p>The modularity idea I think is a great one, especially when it comes to ships and the rules. Having lists of historically accurate "low fantasy" ships for different ages and lists for "high fantasy/magic" ships is good, perhaps even taking into account something like Spelljammer ships or adapting ships for Spelljamming. ME loves some Spelljammer.</p><p></p><p>Abstracting the rules for wind as was RW is good enough for me. For the effect that waves and things like that have on combat you could just impose existing status on combatants like: </p><p></p><p>light waves: acrobatics check dc 15 or grants combat advantage</p><p>medium waves: acrobatics check dc 15 or slowed </p><p>Heavy waves: slowed and grants combat advantage</p><p></p><p>You could honestly a disease track like thing to track various affects on combatants and ships. Adding various stages which takes them up the track.</p><p></p><p>heavy wind + light waves takes them 4 points up the track as a starting point and then they can make rolls on a round by round basis or something like that to move them selves up and down the track. Skills like acrobatics, seamanship, athletics, endurance, even nature to give people skill options</p><p></p><p><strong>Ship combat:</strong></p><p>stage 1 :grants combat advantage</p><p>stage 2: slowed </p><p>stage 3: slowed and grants combat advantage</p><p>stage 4: </p><p>stage 5: weakened</p><p>stage 6: stunned </p><p></p><p><strong>Chase advantage</strong></p><p></p><p>light wind (-1), heavy waves (+3) advanced movement checks (-3) (seamanship or navigation + others?)</p><p></p><p>stage 1 :+1 speed</p><p>stage 2: +1 turn speed</p><p>stage 3: ?</p><p>stage 4: ?</p><p>stage 5: ?</p><p>stage 6: ?</p><p></p><p>just a few random thoughts.</p></blockquote><p></p>
[QUOTE="FreeXenon, post: 5817936, member: 6228"] I think as some have said starting with "real world"ish math is good for those who wish to play more historically accurate games. It also gives you a place to start from. The modularity idea I think is a great one, especially when it comes to ships and the rules. Having lists of historically accurate "low fantasy" ships for different ages and lists for "high fantasy/magic" ships is good, perhaps even taking into account something like Spelljammer ships or adapting ships for Spelljamming. ME loves some Spelljammer. Abstracting the rules for wind as was RW is good enough for me. For the effect that waves and things like that have on combat you could just impose existing status on combatants like: light waves: acrobatics check dc 15 or grants combat advantage medium waves: acrobatics check dc 15 or slowed Heavy waves: slowed and grants combat advantage You could honestly a disease track like thing to track various affects on combatants and ships. Adding various stages which takes them up the track. heavy wind + light waves takes them 4 points up the track as a starting point and then they can make rolls on a round by round basis or something like that to move them selves up and down the track. Skills like acrobatics, seamanship, athletics, endurance, even nature to give people skill options [B]Ship combat:[/B] stage 1 :grants combat advantage stage 2: slowed stage 3: slowed and grants combat advantage stage 4: stage 5: weakened stage 6: stunned [B]Chase advantage[/B] light wind (-1), heavy waves (+3) advanced movement checks (-3) (seamanship or navigation + others?) stage 1 :+1 speed stage 2: +1 turn speed stage 3: ? stage 4: ? stage 5: ? stage 6: ? just a few random thoughts. [/QUOTE]
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What would you want in a book of naval rules?
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