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The Archives => Campaign Elements and Design (Archived) => Topic started by: Merik Derath on September 15, 2006, 02:33:24 PM

Title: Nautical Nonsense
Post by: Merik Derath on September 15, 2006, 02:33:24 PM
Alas, I lack the funds to be privy to information conscerning naval combat from a D&D tome of knowledge.  Hark and forsooth!...

'Kay, enough of that.  Anyway, I'm looking to run some naval combat in my campaign (seeing as how the PCs just "acquired" a ship) so I was wondering if anyone had some quick fix suggestions for shipfights?  I've given ships an AC, HP, Initiative, Damages, and Manueverability (manoueverability? manooverability?) but I feel like I need a little more than that.  
This probably sounds like a rudimentary question, but I'm only a Lv1 DM.  Any time taken to help would be vastly appreciated.
Title: Nautical Nonsense
Post by: the_taken on September 15, 2006, 03:47:13 PM
Give them a decent damage reduction. Arrows will do squat against a ship unless millions cover one side, or eneough to tear up the sail. You might want to look up the Dragonstar Campaing Setting's suppliment on space ships for some inspiration.

You will need:
Veheicals have no HP. Instead, randomly determin the effects on the ship has depending on the attack.

All attacks that deal less than 30pts of one type of damage have no effect. Even if it's possible to gain extra damage from enhancements, such as Flameburst, those effects are superficial to a large objects such as a boat.

1d20 - Fire and Acid Attacks:Fireball spell, a black dragon's breath weaponThat's just an example. Make up you own rules to suit your table.
Title: Nautical Nonsense
Post by: Raelifin on September 15, 2006, 04:31:06 PM
My suggestion is to not worry about ship stats. Unless you have kraken battles or full broadside attacks to worry about, I'd focus more on having it be a mobile "base."

If you know what you'll throw at it, you can plan accordingly. So what are you planning on having these PCs face?
Oh, and you can never go wrong with taking the basic rules for objects and appling them to the ship. If it's a solid craft of huge size. You've got an AC of 1, a hardness of 5 and lets say 60 hp before a hull breach.
Title: Nautical Nonsense
Post by: Stargate525 on September 16, 2006, 11:43:13 PM
Quote from: the_takenVeheicals have no HP. Instead, randomly determin the effects on the ship has depending on the attack.
I disagree with this. I divide the ship into ten foot sections, each with their own individual AC (for use only if people are aiming for that particular part) and HP. This allows people to concentrate their attacks on one section for a faster hull breach.

I don't rememeber the exact numbers, but I think a section with under 50% HP got 1 point, and one destroyed got 3. Keep a running tab of this, and when this number hits half of the total (1 point per 10 foot section), the ship begins to sink.
Title: Nautical Nonsense
Post by: the_taken on September 17, 2006, 01:04:52 AM
As long as the system does what it's supposed to do, it's good. My system makes boats a little fragile. A few great hits and it's all over. *GLUB GLUB GLUB*

I actualy use Raelifin's system. No stats, 'cause it's a moving base.
Title: Nautical Nonsense
Post by: Merik Derath on September 17, 2006, 09:14:55 PM
At first I was considering them fighting a pirate vessel on their trip, but I decided to have the pirates attack the port the PCs are at instead...but, initially I was planning on having a ship vs. ship battle, and eventually wanted to have a kraken attack one of their vessels.  
But, the things you guys have mentioned were a big help.  A couple minor modifications, and I think I've got my idea...thanks for the help, guys.
Title: Nautical Nonsense
Post by: Túrin on September 18, 2006, 10:59:17 AM
Quote from: the_takenA captain that thinks faster on his feat
And his feet, too... :P
Túrin
Title: Nautical Nonsense
Post by: the_taken on September 18, 2006, 12:32:30 PM
Quote from: Túrin
Quote from: the_takenA captain that thinks faster on his feat
And his feet, too... :P
Túrin
Don't tell my english teachers.
Title: Nautical Nonsense
Post by: Xathan on September 18, 2006, 12:53:38 PM
The best way to handle nautical combat is the whole "They have no stats" way Rael mentioned - in combat, the ship takes damage at the speed of plot. When doing combat between ships where it matters, I just add percent of damage done to the ship as opposed to actual HP - when the ship hits 75% damaged it is disabled and begins to sink, and when it hits 100* damage it goes underwater.