D&D 5E Who here saw Moana, and wants naval adventures in 5e?

I'm writing a ruleset for 5e D&D naval combat, trying to take what I like best from the FFG Star Wars and Rogue Trader ship combat rules, adapted to be compatible with 5e, and share the same design conceits. Before I try to get them published, though, I was curious how people would want to use naval encounters in their games.

I want to make sure not to miss anything people would like. For example, back in 4e I wrote Admiral o' the High Seas, which got some negative comments because I tried to make things too abstract. Now, with 5e I'm looking to keep the mechanics fast to play, so I'm not trying to emulate, for instance, Fire As She Bears which treats every 20-ft. cube of the ship as a separate object with its own stats. But it is tricky to make it possible to, say, handle firing 20 cannons without the game slowing down.

Likewise, I want to make sure I don't color things too much with my own desires. I want cannons to be available for ship combat (especially because I hope these rules can be used for the ZEITGEIST adventure path in 5e), but to still be at least a little useful if you prefer not to have gunpowder. And while I personally love high fantasy and think the game ought to have enchanted ships with magic figureheads that protect the crew from fireballs, I know not everyone does.

So first, here's the basics. Then, if you could, please tell me what you'd want in a naval combat system for 5e.

Naval Rounds are One Minute
I considered briefly making things run on the same scale as PC combat, but it's just too tedious to resolve minutes of maneuvering in ship combat that way. So each round is 1 minute, and movement comes in 100-ft. chunks, on a map with a 1 square = 100 ft. scale. Conveniently, 5e has no spells as far as I can tell that can attack beyond 150 feet, so we don't have to worry about flinging fireballs from a thousand feet away like in 3rd edition. Now when ships end their turn adjacent, we switch to normal 6-second-round tactical combat.

As for archery (which can go up to 600 feet in 5e), I kind of make it generally infeasible - wind and heaving seas make hitting a target with a single arrow unlikely, so you have to use your whole 1-minute round to wait for the perfect moment to make one attack action. I haven't quite worked out the details for archery volleys between crews, but I want to make them to be easy to resolve but not too strong, because honestly it's more fun to have a boarding action.

Four Stages Each Round
There's the Orders stage where the captain rolls initiative for the round and the officers decide what they're going to do; the Piloting stage where (in initiative order) each ship's pilot determines how well he steers the ship and then moves across the map; the Gunnery stage where (initiative order) each vessel fires its weapons; and the Damage stage where the effects of damage are resolved. You handle all ships in each stage before moving onto the next stage, so winning initiative lets you decide your actions after you see what your opponent is doing, but you don't get to sink their ship before they get a chance to fire back.

PCs Take Officer Actions to Aid the Crew
Throughout the round one PC acts as pilot, and each other PC can take an officer action from a list that involve Command, Engineering, Gunnery, and Spotting. Depending on what you're trying to do, the characters might focus on helping the pilot pull off sharp turns to avoid getting hit, or to aid the gun crew's aiming, or to try to trick the opposing captain into making a mistake next round.

Damage is Streamlined, but You Can Destroy Specific Components
Rather than tracking damage to different areas of the ship, the vessel just has one set of HP that represents its hull integrity. (And following the rules for ships in the DMG, you have to at least match a damage threshold or else your attack does nothing to the ship.) However, certain officer actions will let you try to aim at least a few shots at specific components, so you can try to target their sails, or destroy the divinely-blessed shield on their prow that increases the ship's AC.

Ships and Scenarios Should be Fantastic
Much like how I'm long-since bored with 10-ft. rooms and empty hallways in my D&D, I don't see the need to have naval encounters always be between 'realistic' ships in 'realistic' environments. While I'll include stats for normal ships, I also want Eberron style airships armed with arcane fusils that unleash blasts of lightning, druidic ships grown from a treant that steers itself, submarines that are just undead whales filled with a crew of ghouls, and teleporting schooners with a fey queen for a figurehead. And they should be battling not just on open seas, but between knife-toothed outcroppings, through the canopy of a flooded forest, at the intersection of two demiplanes with different laws of physics, and at the waterfall cascade along the edge of the world.

Do people like these sorts of grand fantasy ideas, or would that turn you off from the system? I want to encourage ship-to-ship battles to not just be an exercise in dice-rolling, but sort of like solving a puzzle. Every foe has some trick that either makes them hard to hurt or makes them extra dangerous, and you've got to figure out how to overcome it. Just sailing up close and firing broadsides ain't enough.



So, is anyone intrigued?
 

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I am going to be running a 5E sea-faring game soon, so I might keep an eye on this. As for my own goals in my homebrew, the combat will lead to boarding very quickly. I might have one or two closing rounds, where the PCs can do things like help with the sails, or prepare for boarding, to give them or their ship an advantage over the other. Otherwise, I will assume the ships are run at a competent level, no need for rolls. During on-ship combat, I will have events that happen every round, which will have effects. "Ship is rammed" means that anyone on the rigging must make a Dex or Str save to avoid falling. "Cannon Fire" Means that everyone makes a Dex save to avoid shrapnel.

I imagine I would personally enjoy the kind of stuff you are laying down, but it is a bit too detailed for my players, who want to get to the "good stuff" as quick as possible. They are not big on tactical ship-to-ship combat.
 

I don't necessarily think in terms of specific actions I'd want to do, but the stories I'd want to emulate. Things like:
  • The Odyssey: pitting my skill against the wrath of the sea god Poseidon, sailing between Charybdis and Scylla, resisting the call of the Sirens
  • Jason and the Argonauts: fleeing a ship bent on my destruction, sailing through the Symplegades
  • Sinbad the Sailor: literally anything that happens during his seven voyages
  • Pirates of the Caribbean: Barbosa fighting Davy Jones' crew while balancing on the mast of the Black Pearl
As it stands, I'm not quite sure I'd use these rules as presented. They're a bit hampering for me.
 

I imagine I would personally enjoy the kind of stuff you are laying down, but it is a bit too detailed for my players, who want to get to the "good stuff" as quick as possible. They are not big on tactical ship-to-ship combat.

I can understand that. When I played Rogue Trader and we got into space combat for the first time, we were a bit confused, but once the GM started getting into the verve of the action, we were sold. Face-to-face combat is fun, but the higher stakes of ship battles can be exciting.

There's less you can do in naval combat if you don't involve cannons, though.


I don't necessarily think in terms of specific actions I'd want to do, but the stories I'd want to emulate. Things like:
  • The Odyssey: pitting my skill against the wrath of the sea god Poseidon, sailing between Charybdis and Scylla, resisting the call of the Sirens
  • Jason and the Argonauts: fleeing a ship bent on my destruction, sailing through the Symplegades
  • Sinbad the Sailor: literally anything that happens during his seven voyages
  • Pirates of the Caribbean: Barbosa fighting Davy Jones' crew while balancing on the mast of the Black Pearl
As it stands, I'm not quite sure I'd use these rules as presented. They're a bit hampering for me.

Hm. You have reminded me that D&D in general does a weak job creating drama in non-combat challenges. Normally success is fairly binary, and you have no 'mechanical' choices. It's just 'did you roll high enough,' and maybe 'did you have a clever enough idea to get some advantage.
 

I am running a pirate themed campaign at the moment. Unfortunately, I have not seen Moana. :p

What I do know, is that combat should be normal paced. Vary rarely will you actually want to sink a ship before you can plunder it (in fact, the only exception would be when engaging an entire fleet or otherwise facing an absolutely overwhelming foe). Instead, the PCs will likely focus their efforts on disabling ships, and then boarding them. Yes, wooden ships are relatively slow moving at their scale of combat, but you are already using magic to move them (just move them faster, only historians will be peeved), and giving a ship enough siege weapons will provide the PC crew enough to do while closing the gaps or running away.

Also you should totally let people use arrows, most ships have a substantial damage threshold anyway (and take half damage on top of that in my games, cause I let them count as buildings). So all it's going to do is snipe members of the enemy crew, which will disable key areas of a ship for a turn, until someone else goes up and mans the helm or guns or whatever.

Another good idea is to give the characters swim and flying speeds, that will open up lots of strategies for them to employ.
 


There are spells which would have effective ranges in your system. Meteor Swarm has a range of 1 mile. Also metamagic can be used to increase the range of a spell. Warlocks can eldritch blast up to 600 feet away with the right build. Just something you should think about.
 

Watch out for the Control Water spell, we found that to be a one-shot victory in a naval encounter.

The Flood option would be a wave, which is awesome but not devastating, since it basically just denies one 100-ft. area.

Part Water's wording is ambiguous. It says a trench extends across the area, which could mean a 100-ft. square pit that goes all the way to the seabed, or a narrow hallway that stretches 100 ft., whose depth is unclear. I feel like a 4th level spell displacing water down 10,000 feet in the middle of the ocean is a bit extreme. I'd favor the second interpretation - it's a narrow path, not a vast pit - so it'd be 'difficult terrain' for boats to cross that would require a piloting check or else the ship gets stuck for a round.

Redirect Flow lets you do nifty stuff like smash enemy ships into cliffs.

Whirlpool would work, I think, as a 100-ft. square area that if you enter is firstly 'difficult terrain,' and secondly requires you to make a Piloting check with disadvantage against the spell DC or else the ship is stopped and spun in a random direction. However, the ship would have cover against attacks that aren't from adjacent spaces, since most of its structure would be below the water level around the pit. The spell doesn't do enough damage to harm a ship that's much larger than a rowboat, though.
 

There are spells which would have effective ranges in your system. Meteor Swarm has a range of 1 mile. Also metamagic can be used to increase the range of a spell. Warlocks can eldritch blast up to 600 feet away with the right build. Just something you should think about.

Oh, thanks for pointing that out. I see Eldritch Spear lets a warlock just cantrip out to 300 feet. To double it to 600 feet, you need to be a multiclassed sorcerer who spends sorcery points, so that's a limited thing. But yeah, being able to fire multiple shots at an enemy vessel as they close in is pretty powerful. It probably won't take out the whole crew, but heh, a ship with a few warlocks would be horrifying.

And, hrm. Yeah, a sorcerer can use distant spell on a fireball. That would basically wreck an opposing crew, but I intend for it to be possible to protect ships from such supernatural attacks.
 

Also you should totally let people use arrows, most ships have a substantial damage threshold anyway (and take half damage on top of that in my games, cause I let them count as buildings). So all it's going to do is snipe members of the enemy crew, which will disable key areas of a ship for a turn, until someone else goes up and mans the helm or guns or whatever.

I'm not worried so much about one PC deciding to pick off a handful of enemy crew. The concern is 'massed archery,' where two ships get within bow range and fire hundreds of arrows, kill each other's crews, and we don't have a cool boarding action. I guess if people want that, okay, it's an option, but I don't want it to be the norm since it doesn't fit the tropes of piracy and high seas adventures.
 

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