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General Tabletop Discussion
*Dungeons & Dragons
Which of a captain's stats should modify a ship's initiative? (Or the Ineffable Bond of Captain and Ship)
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<blockquote data-quote="RangerWickett" data-source="post: 6986294" data-attributes="member: 63"><p>I'm working on naval combat rules for my next 5e campaign, and I'm trying to keep things light and breezy. One fun mechanic idea I have is for ships to have an ineffable bond to their captain, since after all this is a fantasy setting. What I have in mind:</p><p></p><p>• Add the captain’s Strength bonus to damage the ship deals when ramming, and to the pilot’s checks to maneuver for boarding. <em>(By default, a ram just deals 1 'structure' damage, and a small ship will have 6 structure points.)</em></p><p>• Add the captain’s Dexterity bonus to the ship’s Armor Class as long as it moves faster than its base speed on its turn. <em>(I.e., if the engineer can push the ship's limits.)</em></p><p>• Add the captain’s Constitution bonus as a buffer of ‘temporary hit points’ to the ship at the beginning of each encounter, negating the effects of the first few strikes.</p><p>• Add the captain’s Intelligence bonus to the damage the ship does when it scores a critical hit. <em>(Cannon strikes deal 1 point of structure damage normally.)</em></p><p>• Add the captain’s Wisdom bonus to the crew’s Strength saves to stay on board in rough weather, and to the pilot’s checks to navigate naval terrain.</p><p>• Add the captain’s Charisma bonus to the ship’s saving throws to avoid sinking and to keep fire from spreading.</p><p></p><p>So, out of those, which stat should modify the ship's initiative roll?</p><p></p><p>I could do something more fiddly, like having opposed Perception checks by lookouts, but I think I want to tie it to the captain. What do you think?</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 6986294, member: 63"] I'm working on naval combat rules for my next 5e campaign, and I'm trying to keep things light and breezy. One fun mechanic idea I have is for ships to have an ineffable bond to their captain, since after all this is a fantasy setting. What I have in mind: • Add the captain’s Strength bonus to damage the ship deals when ramming, and to the pilot’s checks to maneuver for boarding. [i](By default, a ram just deals 1 'structure' damage, and a small ship will have 6 structure points.)[/i] • Add the captain’s Dexterity bonus to the ship’s Armor Class as long as it moves faster than its base speed on its turn. [i](I.e., if the engineer can push the ship's limits.)[/i] • Add the captain’s Constitution bonus as a buffer of ‘temporary hit points’ to the ship at the beginning of each encounter, negating the effects of the first few strikes. • Add the captain’s Intelligence bonus to the damage the ship does when it scores a critical hit. [i](Cannon strikes deal 1 point of structure damage normally.)[/i] • Add the captain’s Wisdom bonus to the crew’s Strength saves to stay on board in rough weather, and to the pilot’s checks to navigate naval terrain. • Add the captain’s Charisma bonus to the ship’s saving throws to avoid sinking and to keep fire from spreading. So, out of those, which stat should modify the ship's initiative roll? I could do something more fiddly, like having opposed Perception checks by lookouts, but I think I want to tie it to the captain. What do you think? [/QUOTE]
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Which of a captain's stats should modify a ship's initiative? (Or the Ineffable Bond of Captain and Ship)
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