To all my Dungeon Masters that are currently running pirate campaigns like me! Running ship combat has been my personal hell for the past year and a half when I started to run this game. I had only done ship combat once prior, and I made everything up last minute with a sharpie and a piece of cardboard that I had on hand. Now, my players are getting into territory where I can't really avoid ship combat, as they're rearing up to unleash some great big monster evil into the world. Plus...what's a pirate campaign without a little cannon fire and ramming into enemy boats?
I never really...liked, D&D 5e Content for Nautical Combat. I didn't feel like there was much customization to the players ships aside from what I could alter. The variety of ships that were available wasn't all too great. Then again, I skimmed Ghost of Saltmarsh and the UA Ships of Sea and went, "I'm going to pretend I don't see all that." That said, I spent the last month and a half creating my own system. And it's in the form of a neat little PowerPoint PDF.
You can find it here! It essentially lists off the ship types, their weaponry, their possible stat ranges, a guide to build your own, and general ship combat actions and how I intend to run it. I'd really love it for everyone to essentially read through it and give it a run and let me know how you feel about it! If you don't wanna put a comprehensive breakdown of the minute flaws and great things about it, I'm just gonna...Put a poll. But yea! Thank you!
I like it, and I understand it as well, so big props for that! I don't know anything about balance, so I unfortunately can't offer you anything on that. One piece of advice I've got is to include the median in the tables, for the most part you only have maximum and minimum. Just for simplicity. I'll try and playtest this at some point, or perhaps tweak it into acting as a system for battle trains because my homebrew setting is weird and playtest it that way.
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"Ignorance is bliss, and you look absolutely miserable."
I'll be sure to do that on my next go about into it! Let me know how play testing goes! If it also works for battle trains, also do lemme know because that sounds baller as hell.
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sebastian || mothcity
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To all my Dungeon Masters that are currently running pirate campaigns like me!
Running ship combat has been my personal hell for the past year and a half when I started to run this game.
I had only done ship combat once prior, and I made everything up last minute with a sharpie and a piece of cardboard that I had on hand.
Now, my players are getting into territory where I can't really avoid ship combat, as they're rearing up to unleash some great big monster evil into the world.
Plus...what's a pirate campaign without a little cannon fire and ramming into enemy boats?
I never really...liked, D&D 5e Content for Nautical Combat. I didn't feel like there was much customization to the players ships aside from what I could alter.
The variety of ships that were available wasn't all too great. Then again, I skimmed Ghost of Saltmarsh and the UA Ships of Sea and went, "I'm going to pretend I don't see all that."
That said, I spent the last month and a half creating my own system.
And it's in the form of a neat little PowerPoint PDF.
You can find it here!
It essentially lists off the ship types, their weaponry, their possible stat ranges, a guide to build your own, and general ship combat actions and how I intend to run it.
I'd really love it for everyone to essentially read through it and give it a run and let me know how you feel about it! If you don't wanna put a comprehensive breakdown of the minute flaws and great things about it, I'm just gonna...Put a poll. But yea! Thank you!
sebastian || mothcity
I like it, and I understand it as well, so big props for that! I don't know anything about balance, so I unfortunately can't offer you anything on that. One piece of advice I've got is to include the median in the tables, for the most part you only have maximum and minimum. Just for simplicity. I'll try and playtest this at some point, or perhaps tweak it into acting as a system for battle trains because my homebrew setting is weird and playtest it that way.
"Ignorance is bliss, and you look absolutely miserable."
I'll be sure to do that on my next go about into it!
Let me know how play testing goes!
If it also works for battle trains, also do lemme know because that sounds baller as hell.
sebastian || mothcity