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2017-06-21, 09:41 PM (ISO 8601)
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#24
Re: Could use some advice on a high-seas module.
I ran a short campaign set at sea and one of the things that made it short was that I was seriously overthinking the water aspect. I wanted it to be more realistic, with depth, decompression stops, etc. to make it feel less like "land combat but blue". I should have just stuck with the default rules or at most a very simple expansion of them.
When it comes to ship-to-ship combat, think carefully about how various abilities affect the dynamic. Boarding isn't much of an issue when you can teleport across, for example.
You can find a huge number of really crappy ship maps that are made for RPGs, but I suggest doing a bit of research to find a real ship plan and using that. It will feel much better for both sides of the screen.
I have read a fiery gospel writ in burnished rows of steel
Former DM for "A City Alone" [4E D&D - IC, OOC]