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2014-09-08, 12:32 PM (ISO 8601)
- Join Date
- Nov 2012
- Location
- Colorado
- Gender
Re: Ship to ship battles and magic. (d&d 3.5)
Read the accounts of, e.g., Trafalgar. Nelson' fleet formed up in to two lines, approached the French / Spanish fleet at about 2 miles an hour while the lead ships absorbed all the fire the enemy fleet could direct at them for several ours. That's NOT going to work if instead of cannon you're taking fireballs and lightning bolts.
This ... is my signature finishing move!
"It's never good when you make a fiend cringe" - MadGrady
According to some online quiz, I'm a 6th level TN Wizard. They didn't give me full XP for all the monsters I've defeated while daydreaming.
http://easydamus.com/character.html
I am a Ranger Archetype: Gleaming Warden (thx to Ninja Prawn)
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2014-09-08, 01:25 PM (ISO 8601)
- Join Date
- May 2013
- Location
- A world all my own
Re: Ship to ship battles and magic. (d&d 3.5)
guys, this thread is from 2011.
I reserve the right to be wrong and will use that right whenever it happens
78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.
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2015-02-14, 03:30 PM (ISO 8601)
- Join Date
- Jun 2013
Re: Ship to ship battles and magic. (d&d 3.5)
I'm currently running a naval campaign. We started out playing without anyone being a mage so everything was fine. Then we had another player join and be a wizard. To balance this, most of the ships that are worth anything, or have anything worthwhile on them carry a mage of around the same level or higher. If mages are prevalent in the world this is no problehttp://www.giantitp.com/forums/images/smilies/smallstick/smallwink.gifm. A company or nation that has a strong maritime presents is going to make every possible effort to ensure that their ships get to where they need to go. Sailors are a very prepared bunch. The have backup plans upon backup plans. When you're out at sea you have to have a plane B and C and will often have a plan D and E if you've been at it long. Therefore, it is not unreasonable for any ship with high value cargo to have a mage or two. Many of my mages specialize in abjuration, allowing them to counter spells more effectively. Likewise, it wouldn't be unreasonable for a ship to carry a blaster of some sort. In the case of merchant vessels, they might prefer to sink or disable a pursuing ship before any boarding has a chance to take place. The sailors aboard the ship will not be very interested in putting their lives at risk by capturing a pirate ship for their company. Most of them wouldn't see a dime of it. So your players should know that they always run the risk of having their ship sunk as well. If their the pirates, this should happen more often to them than to the ships they are attacking. As for the lack of involvement for the other players thats a tricky one. Most of my encounters get to the grappling action really quickly which I'm actually thinking about changing a bit. If the players are crewing the vessel they have to make some checks every round. However, if they're like my players they have a crew. So good luck with that
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2015-02-14, 05:08 PM (ISO 8601)
- Join Date
- Jan 2007
- Location
- The Steamboat
- Gender
Re: Ship to ship battles and magic. (d&d 3.5)
The Winged Mod: Thread Necromancy.