Kol Korran
2019-04-16, 07:27 AM
Hey there folks.
A long time ago I tried running a sea faring campaign. The system was D&D 3.5, with some modifications. At the time, I tried using Stromwrack (with a few minor modifications to fit the game), but it was... an immensely cumbersome system, a headache both for me a a GM and for the players.
I recently though up that game again, but the prospect of dealing with that mess doesn't appeal to me. I'm still undecided on the system. I was looking for rules on handling sea-faring:
1- I noticed the Pathfinder system, and I definitely like it's simplified combat system, though it's overall reliance on just the Profession (Sailor) skill is a bit TOO simplified for me. One thing that worried me though, is about when it comes to actual fight between the crews- the system have the PCs fight the other ship's captain and major characters, and kind of ignores the fight between the other crew members. I do like the combat to focus on the PCs, and being smaller and more manageable, but dislike utterly ignoring the other crew. I think force disparity (If by numbers, abilities or skill) should matter. What worries me more is the approach to crew casualties- the system assumes that the crew replenishes it's numbers from those of the defeated crew... Now, while this may be all and well for the Adventure Path it was designed for (I understand it comes from Skulls & Shackles? A pirate campaign?) It doesn't necessarily fit other types of sea faring. What if the two crews don't fit together? (Sworn enemies, don't speak the same language, one crew is made out of mindless undead which collapse once the necromancer dies?) How do you deal with crew casualties?
2- I heard that D&D 5E was supposed to publish a sea faring expansion book. Has it come out yet? Has anyone had any experience with it?
Any advice, ideas and such from people who ran or played sea faring campaigns are appreciated. I'm mostly interested in the following aspects:
- Naval combat, both between ships and boarding.
- Running a ship: Both the ship itself, it's supplies and crew.
- Handling sea voyage: Mostly weather and navigation.
Looking for a mostly simplified system, which runs fairly smoothly, with small- moderate level of complexity. Enough to make the choices meaningful and exciting, not enough to make it an almost separate system to learn.
Thanks in advance,
Kol.
A long time ago I tried running a sea faring campaign. The system was D&D 3.5, with some modifications. At the time, I tried using Stromwrack (with a few minor modifications to fit the game), but it was... an immensely cumbersome system, a headache both for me a a GM and for the players.
I recently though up that game again, but the prospect of dealing with that mess doesn't appeal to me. I'm still undecided on the system. I was looking for rules on handling sea-faring:
1- I noticed the Pathfinder system, and I definitely like it's simplified combat system, though it's overall reliance on just the Profession (Sailor) skill is a bit TOO simplified for me. One thing that worried me though, is about when it comes to actual fight between the crews- the system have the PCs fight the other ship's captain and major characters, and kind of ignores the fight between the other crew members. I do like the combat to focus on the PCs, and being smaller and more manageable, but dislike utterly ignoring the other crew. I think force disparity (If by numbers, abilities or skill) should matter. What worries me more is the approach to crew casualties- the system assumes that the crew replenishes it's numbers from those of the defeated crew... Now, while this may be all and well for the Adventure Path it was designed for (I understand it comes from Skulls & Shackles? A pirate campaign?) It doesn't necessarily fit other types of sea faring. What if the two crews don't fit together? (Sworn enemies, don't speak the same language, one crew is made out of mindless undead which collapse once the necromancer dies?) How do you deal with crew casualties?
2- I heard that D&D 5E was supposed to publish a sea faring expansion book. Has it come out yet? Has anyone had any experience with it?
Any advice, ideas and such from people who ran or played sea faring campaigns are appreciated. I'm mostly interested in the following aspects:
- Naval combat, both between ships and boarding.
- Running a ship: Both the ship itself, it's supplies and crew.
- Handling sea voyage: Mostly weather and navigation.
Looking for a mostly simplified system, which runs fairly smoothly, with small- moderate level of complexity. Enough to make the choices meaningful and exciting, not enough to make it an almost separate system to learn.
Thanks in advance,
Kol.