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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="Luchador" data-source="post: 6986511" data-attributes="member: 6863953"><p>Fun topic!  I've been cruising and racing every kind of sailboat from a dingy to a 50' carbon fiber beast for years.</p><p></p><p>It's all going to be INT and WIS. </p><p></p><p>  A person's STR won't do squat- even in a fantasy setting.  Unless it's a super hero game, then maybe they could pick up the boat and bash somebody.  My current sailboat is 24' and weighs over a ton.  </p><p></p><p>DEX- I can see this being added  to initiative, sort of.  Sometimes being able to undo a spinnaker pole and throw a sheet around something faster than the other guy gives you the edge.  </p><p></p><p>Here are some of my random thoughts-</p><p></p><p>WIS- perception:  spotting upcoming shifts in the wind, knowing when it's ideal to tack or gybe based on the wind.</p><p></p><p>INT- This would be good for AC bonus because clever captains know all kinds of little tricks to speed up, such as running the rigging in a counter-intuitive way </p><p></p><p>I would go with WIS for initiative because that is going to be the voice experience anticipating when the other ship is going to tack/gybe and also what the wind is going to do in the next five mins.  "They're luffing their main sail, let's tack ahead of them lads!"</p><p></p><p>Depending on crew size, CHR might go toward initiative or something to represent the team work and crew cohesion under the charismatic skipper.</p></blockquote><p></p>
[QUOTE="Luchador, post: 6986511, member: 6863953"] Fun topic! I've been cruising and racing every kind of sailboat from a dingy to a 50' carbon fiber beast for years. It's all going to be INT and WIS. A person's STR won't do squat- even in a fantasy setting. Unless it's a super hero game, then maybe they could pick up the boat and bash somebody. My current sailboat is 24' and weighs over a ton. DEX- I can see this being added to initiative, sort of. Sometimes being able to undo a spinnaker pole and throw a sheet around something faster than the other guy gives you the edge. Here are some of my random thoughts- WIS- perception: spotting upcoming shifts in the wind, knowing when it's ideal to tack or gybe based on the wind. INT- This would be good for AC bonus because clever captains know all kinds of little tricks to speed up, such as running the rigging in a counter-intuitive way I would go with WIS for initiative because that is going to be the voice experience anticipating when the other ship is going to tack/gybe and also what the wind is going to do in the next five mins. "They're luffing their main sail, let's tack ahead of them lads!" Depending on crew size, CHR might go toward initiative or something to represent the team work and crew cohesion under the charismatic skipper. [/QUOTE]
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Community
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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