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Wizard's Future Plans Has 3 Big Problems: Ft. The Professor of Tolarion Community College
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<blockquote data-quote="M_Natas" data-source="post: 8930981" data-attributes="member: 7025918"><p>Yeah, when I read all the Homebrew/DMsGuild 5e Ship to Ship Combat Systems for Spelljammer when I created my own, I was like ... really?</p><p>Most go with fixed Crew rules that gets some extra mechanics that only this specific Crew role can do (motivation Crew, heal Crew, man ballidtaes ...) and that all seemed just bad.</p><p>Like a mechanics first approach.</p><p>But the spelljammer rules as Written in 5e are equally bad, because if you usw them, the characters will only be able to use the ballista for 10+ rounds straight (or 100+ rounds more if it is a chase).</p><p></p><p>So I made a rules light version, we're all characters just get more options to do during a ship to ship fight, like give commands to crew, repair the ship. I also added turning rules for the ships, so Ship Combat gets faster (because turning reduces your speed so ships can catch up faster if one ship tries to go away), a bad luck table with special damage that gives bad affects to the ship, and the option to use spellslots to make the ship faster. I also added some upgrade options for the ships, so the speed differences between the ships get greater and ships can move quicker into close quarter fights or get away faster (because with the raw fixed ship speeds chasing would take forever).</p><p></p><p>Also Ships get penalties to speed and air capacity at 3/4, 1/2 and 1/2 of their HP, so catching up gets even faster.</p><p></p><p>By RAW the Spelljammer Combat Rules are the worst, because they make all the ships to similiar and to slow so that starting an engagement at 1000 feet will just take forever, because also Ship damage by ballista is just negligible and has no effects until the ship is destroyed.</p></blockquote><p></p>
[QUOTE="M_Natas, post: 8930981, member: 7025918"] Yeah, when I read all the Homebrew/DMsGuild 5e Ship to Ship Combat Systems for Spelljammer when I created my own, I was like ... really? Most go with fixed Crew rules that gets some extra mechanics that only this specific Crew role can do (motivation Crew, heal Crew, man ballidtaes ...) and that all seemed just bad. Like a mechanics first approach. But the spelljammer rules as Written in 5e are equally bad, because if you usw them, the characters will only be able to use the ballista for 10+ rounds straight (or 100+ rounds more if it is a chase). So I made a rules light version, we're all characters just get more options to do during a ship to ship fight, like give commands to crew, repair the ship. I also added turning rules for the ships, so Ship Combat gets faster (because turning reduces your speed so ships can catch up faster if one ship tries to go away), a bad luck table with special damage that gives bad affects to the ship, and the option to use spellslots to make the ship faster. I also added some upgrade options for the ships, so the speed differences between the ships get greater and ships can move quicker into close quarter fights or get away faster (because with the raw fixed ship speeds chasing would take forever). Also Ships get penalties to speed and air capacity at 3/4, 1/2 and 1/2 of their HP, so catching up gets even faster. By RAW the Spelljammer Combat Rules are the worst, because they make all the ships to similiar and to slow so that starting an engagement at 1000 feet will just take forever, because also Ship damage by ballista is just negligible and has no effects until the ship is destroyed. [/QUOTE]
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Wizard's Future Plans Has 3 Big Problems: Ft. The Professor of Tolarion Community College
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