Piggy Knowles
2014-03-15, 09:54 AM
So, the party I DM for is about to embark on a minor riverboating excursion! Much fun to be had, I'm sure.
That being said, the rules regarding said boating are painfully scarce. They've got a small boat designed for the river, well built but nonmagical. The river is vigorous, but at this part of it, there are few actual rapids. They are traveling to the bay that is downriver, although there is some minor navigation involved, and depending on which way they go, they could eventually hit some rapids or other obstacles. They've already succeeded on their knowledge (geography) check to figure out the best routes. Now it's just a question of actually navigating the damned thing.
The main rules I've found are in Stormwrack, pages 86-88. However...
It's a DC 8 profession (sailor) check to steer your boat in vigorous water. Of course, profession (sailor) is a trained-only skill. So, as far as I can tell, there is no way for anyone without a rank in profession (sailor) to even attempt to steer a boat on a swift-moving river, and all they can do is go along with the current. I find that a bit silly - even if they're not trained, they should be able to at least try to redirect their boat to the correct path when they come up against an obstacle, no?
Are there rules in any sources I'm missing? And, lacking that, how would the playground recommend I handle something like this? What kind of check would be reasonable for letting them try to steer? And if they do just get carried along with the current, I was thinking I'd make percentile rolls to see what route the current takes them, and whether or not they avoid certain obstacles. Does this sound fair?
That being said, the rules regarding said boating are painfully scarce. They've got a small boat designed for the river, well built but nonmagical. The river is vigorous, but at this part of it, there are few actual rapids. They are traveling to the bay that is downriver, although there is some minor navigation involved, and depending on which way they go, they could eventually hit some rapids or other obstacles. They've already succeeded on their knowledge (geography) check to figure out the best routes. Now it's just a question of actually navigating the damned thing.
The main rules I've found are in Stormwrack, pages 86-88. However...
It's a DC 8 profession (sailor) check to steer your boat in vigorous water. Of course, profession (sailor) is a trained-only skill. So, as far as I can tell, there is no way for anyone without a rank in profession (sailor) to even attempt to steer a boat on a swift-moving river, and all they can do is go along with the current. I find that a bit silly - even if they're not trained, they should be able to at least try to redirect their boat to the correct path when they come up against an obstacle, no?
Are there rules in any sources I'm missing? And, lacking that, how would the playground recommend I handle something like this? What kind of check would be reasonable for letting them try to steer? And if they do just get carried along with the current, I was thinking I'd make percentile rolls to see what route the current takes them, and whether or not they avoid certain obstacles. Does this sound fair?