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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="DEFCON 1" data-source="post: 6986464" data-attributes="member: 7006"><p>I probably would do the following:</p><p></p><p>- Move the bonus to the ship's AC to the captain's Constitution modifier (to symbolize the hardiness of the captain and his ship to resist damage.)</p><p>- Use the captain's Dexterity modifier as the bonus to Initiative.</p><p></p><p>Then I'd just eliminate the bonus "temporary hit points" idea for the ship completely.  If ships need more HP to keep from sinking, just give them more HP to start with.  But in truth... if you really want naval combat to be light and breezy, you wouldn't want large sacks of HP to have to winnow your way through anyway.  And adding Temp HP to the system would just make the winnowing worse.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6986464, member: 7006"] I probably would do the following: - Move the bonus to the ship's AC to the captain's Constitution modifier (to symbolize the hardiness of the captain and his ship to resist damage.) - Use the captain's Dexterity modifier as the bonus to Initiative. Then I'd just eliminate the bonus "temporary hit points" idea for the ship completely. If ships need more HP to keep from sinking, just give them more HP to start with. But in truth... if you really want naval combat to be light and breezy, you wouldn't want large sacks of HP to have to winnow your way through anyway. And adding Temp HP to the system would just make the winnowing worse. [/QUOTE]
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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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