For those of you that have read Ghosts of Saltmarsh and would like to run/play a more strategic age of sail sea battle combining the PC's as officers, use of crew, scaled ship combat, low or high technology using D&D 5e, look no further. If your satisfied with a completely verbal high seas encounter, this brew is NOT for you. If you want to add the realism of Black Seas, an excellent 1/700 scale age of sails minauture war game, the correct use of wind, and critical hits, then please take a gander.
I combined and modified the ruleset for Black Seas, a base D10 system, to use in the D and D 5e system. Black Seas tactical use of initiative using wind direction and 1/700 scale is an excellent upgrade to the very generic 5e system of ship to ship combat. However, hit points, AC, weapon and collision damage to ship components is used from Ghosts. Once boarding combat commences, you can seemlesly change to 28mm modeling, maps, ships, etc. as melee or ranged combat commences in 5e style. Ship character sheets along with the impact D&D officers and crew quality score have on 1/700th scale movement and combat have been created as well.
For those of you that watched the Criitcal Role episode on the high seas, even master DM Matt Mercer struggled with the ship to ship combat encounter as the use of magic quickly ended any need for ship to ship combat. Personally, I was a bit disappointed. Please respond to this thread for any suggestions or advice on improving the gameplay or any issues you find in the modifications and adapations. The modified set, ship character sheet, scaled distances, etc can be viewed in this Google Doc: Black Seas 5e Conversion. Thanks for your time and effort on constructive feedback!
For those of you that have read Ghosts of Saltmarsh and would like to run/play a more strategic age of sail sea battle combining the PC's as officers, use of crew, scaled ship combat, low or high technology using D&D 5e, look no further. If your satisfied with a completely verbal high seas encounter, this brew is NOT for you. If you want to add the realism of Black Seas, an excellent 1/700 scale age of sails minauture war game, the correct use of wind, and critical hits, then please take a gander.
I combined and modified the ruleset for Black Seas, a base D10 system, to use in the D and D 5e system. Black Seas tactical use of initiative using wind direction and 1/700 scale is an excellent upgrade to the very generic 5e system of ship to ship combat. However, hit points, AC, weapon and collision damage to ship components is used from Ghosts. Once boarding combat commences, you can seemlesly change to 28mm modeling, maps, ships, etc. as melee or ranged combat commences in 5e style. Ship character sheets along with the impact D&D officers and crew quality score have on 1/700th scale movement and combat have been created as well.
For those of you that watched the Criitcal Role episode on the high seas, even master DM Matt Mercer struggled with the ship to ship combat encounter as the use of magic quickly ended any need for ship to ship combat. Personally, I was a bit disappointed. Please respond to this thread for any suggestions or advice on improving the gameplay or any issues you find in the modifications and adapations. The modified set, ship character sheet, scaled distances, etc can be viewed in this Google Doc: Black Seas 5e Conversion. Thanks for your time and effort on constructive feedback!