4e Seafaring Rules

Post/Author/DateTimePost
#1

themightybiggun

Jun 20, 2009 17:26:19
Greetings D&D community!

I am currently working on building a campaign that takes place across a mythical world of islands. The PCs are going to be relying on sailing for much of their travel and shenanigans. Thus, I'm working out some rules for sailing that fit the "4e feel."

I've pretty much decided to add a new skill to the game "Seafaring." It fills a similar role as Dungeoneering and Nature, just for the open water instead. It'll be the main skill check used when piloting a ship, navigating, or identifying marine life.

Now, the question I pose to you, has anyone come up with any decent rules for ship to ship interaction? I checked out my buddy's copy of Stormwrack and DO NOT WANT. The rules in there for this are way too cluttered and clunky, even the "narrative" rules don't feel very, forgive the pun, fluid.

So, anyone come up with any smooth, narrative ship handling rules? I will award you one slightly used internets for your trouble.
#2

Krusk

Jun 20, 2009 22:27:49
Treat boats as non moving objects. PCs on them are all assumed to be trained seamen and can walk on the moving boats with ease. (no acrobatic checks to stand ect.)

Falling off of a boat requires swim checks. Maybe climb checks to get back.

The seafaring skill should be something every class can be trained in but none are auto trained in. Explain this skill is used for mostly charting a course. Other needed functions of ship life (Raising sailes ect) we can assume all PCs are trained well enough in.

New hazards including whirlpools and storms, can be done as skill challenges.
#3

pluisjen

Jun 21, 2009 4:53:08
You should probably only call for Balance checks if the ship enters stormy waters and a battle is going on; not under 'normal' circumstances. (Yeah; a stormy sea without a battle is still a normal circumstance)

I'd also assign the ship with a Hull Strength, depending on the ship, which drops with major attacks being made against it (like firing cannons or catapults at it, or ramming it)
Probably each 1/4th of it that is going, make a big Balance check as the ship shakes and rumbles. Anyone on the center who fails falls prone; anyone on the edge who fails goes overboard.
If it drops below 1/2th ('bloodied') then the ships start picking up water, and you'll need someone to pump that out and repair it.
If the Hull Strength is gone; then the ship starts sinking and is beyond repair.

Then you'd probably need a Sail strength, same story, only other types of attack, like being hit with lighting bolts or bola-ammo to rip them open.
For each 1/4th of the sails destroyed, reduce the speed of the ship by 1 point. If the sails are gone; the ship is dead in the water and cannot move anymore.

This way you can integrate ship to ship combat with some boarding action (which should be the key part of the battle, not blasting the other ship)
The slowest ship should then be fixed on the battle map, with the other ship allowed to move (own speed - slow ships speed) to simulate the difference. Anyone going overboard has to swim to keep up; making Athletics checks to try and grab a rope and come back aboard ( DC easy to keep up with the ship, DC normal to grab a rope and be dragged; then on the next round another check DC easy to climb back aboard )

If the ship features cannons or other heavy weapons; allow PC's or regular crew to man them, with the 'gunner' making a basic ranged attack for something like 3d6 damage against the ship hull (normal cannon round), or 3d6 against the sails (bola-shot), or an Area 3 for 3d6 damage somewhere on the ship (for a high explosive shell or grape shot). There's some tables in the DMG for determining damage for these attacks (page 42 I believe? :P)


That should at least get ship to ship combat nicely underway.
#4

jimbolaoo7

Jul 01, 2009 23:25:13
Great story about fighting on a ship. We were on a ship that was attacked by a naga who didn't want to come on board and just wanted to blast us. We had a warlord, a paladin, a fighter, and me a ranger and the only ranged combatant. At first we thought we were screwed because I was the only ranged combatant, but then our designated problem solver, the warlord, who figured out almost every problem our dm could throw at us, remembered that he had a spare +1 short sword and rope. Thus, the +1 rope sword was born. Our dm loving how absurdly creative our new weapon was let us use it. We, however, knew he would try to pull us overboard, so we tied our fighter first to the sword and then with another rope to the ship. Once we got to port our fighter immediately went out and bought a bow. Serves him right!

Anyway, what this thread made me realize that I think our dm never realized was that sea monsters shouldn't go after individual people on board, they should go after the ship. So, hopefully when I dm and our brave heroes find themselves on a boat, I'll try and sink it!
#5

countesskathleen

Jul 04, 2009 3:11:31
The Adventurer's Vault has some rules regarding ships and movement though they are not very elaborate.

Two ships connected via planks and the possibility of swinging over with Acrobatics or jumping besides the plank with Athletics probably make for a good combat setup (which I intend to use in an upcoming adventure). You might want to rule that forced movement can force someone off a plank but otherwise they don't go overboard (like the ship had solid walls) else forced movement would be too strong in sea battles.
#6

AbdulAlhazred

Jul 05, 2009 18:34:20
The Adventurer's Vault has some rules regarding ships and movement though they are not very elaborate.

Two ships connected via planks and the possibility of swinging over with Acrobatics or jumping besides the plank with Athletics probably make for a good combat setup (which I intend to use in an upcoming adventure). You might want to rule that forced movement can force someone off a plank but otherwise they don't go overboard (like the ship had solid walls) else forced movement would be too strong in sea battles.

I would think most ships had either rails or a gunwhale simply because going overboard is bad news and all too easy otherwise.

As far as actually operating ships, I think the AV rules are a BIT crude, but they basically work. I would start with those and just do a test run or two of what kinds of things you want to have happen. You may find that the hit points of ships need to be adjusted etc. to work well.

Other than that, if you really want some more realistic rules for cannons and sailing around in combat find a copy of something like Wooden Ships and Iron Men and have a read through it, or one of the Age of Sail miniatures combat rules systems (I'm not sure what is out there these days). I wouldn't feel afraid to use a hex map for moving ships around either. Squares are OK for tactical indoor combat, but if you're going to have ships moving around in a decent sized area they start to get silly pretty quick. That or just don't use a grid for that at all. Once the ships get in close range then you can fight it out with the square grid and a map of each ship.

Really though, assuming there are no cannons or only primitive cannons, nothing is going to really happen at ranges of greater than about 30 squares anyway.
#7

inkpenavenger

Jul 08, 2009 19:49:35
Check out the Adventurer's Vault for rules on vehicles and vehicular combat. Also, I've got a GSL book in the works for a campaign setting called "Pirates of the Grey Coast" which will feature extensive rules on navigation and maritime combat as well as stats and deckplans for a wide variety of ships.
Keep an eye on me for the realease of the campaign guide. It will be available on Print-on-Demand or as a PDF download (price still pending)