| #1NachturnusDec 05, 2014 7:42:35 | Alright guys.
I'm normally not one to pursue amateur game development, so this is a bit of an oddity for me.
I am beginning to run a campaign based largely on a naval lifestyle (Imagine Darksun + Waterworld,) in a homebrew setting I've termed 'Stormsea.' The issue I ran into was that the DMG's rules regarding sailing ships are rather lacking for this sort of campaign. They're sufficient for the one or two encounters a normal campaign finds themselves fighting on a boat, but for something titled 'Stormsea' I needed something a little more.
So... this happened.
https://docs.google.com/document/d/1uyX6ggPeU_M5nSD0sXu0xqOXTbo8ekmn-gbL9oZt3Po/edit?usp=sharing
These rules are 100% dependant on owning a copy of the core D&D 5th Edition rules, and should be considered soley home-brew supplemental rules for that system.
As a warning, it's 8 pages, but this is largely because I tried to make it's style and presentation similar to that of the PHB/DMG, as I intend to pass this off to my players once the rules are fully fleshed out. There's even a terrible Ms paint diagram for the easily confused.
So what's everyone think? If the reaction is positive, I'll release some more of the ships I've designed, as well as writing up a document for the ship-creation rules, so people can make appropriate ships for their own settings.
Notes:
1) The setting is gun-powder positive, thus why cannons are detailed and seige weapons are not. Seige weapons already have stats presented in the
2) We do combats with a square battlemap, and don't do pythagorean diagonals. I've included rules for Hex, but I'm mostly concerened with Square.
3) Each ship has to be designed by the DM, so there isn't a 'standard ship template' as it were. That being said, most Deep V ships are going to have very similar traits, as will most barges, galleys, riverboats, and multi-marans.
4) I've been playtesting these ships pretty frequently on R20 with a friend. My goal is to keep round time under 2-3 minutes, and to try to have combats lasts 5-8 rounds.
5) Cannon are intentionally unable to shoot players. That's why Swivel Guns exist, and do much more reasonable ammounts of damage.
6) The decision to create sepparate Naval Actions from normal skill checks was to help confine what a player could do onboard a ship with regard to a ship's function. It dramatically expedites play, and keeps the rules very simple for what an individual can do to contribute to a ship's function.
Changelog:
Awaiting input.
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