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Nautical campaigns have a different rollicking feel to them, and a ship can be as much of a character as the scoundrels crewing it, and once the PCs get their own ship, it will likely see as much action as do the PCs themselves. Whether the PCs are fighting rival pirates in hand-to-hand combat on the deck of a sailing rig, attacking a merchantman with a hold full of riches to plunder with their own pirate ship, or sending an entire fleet of ships against an enemy armada, naval combat plays a significant role in a nautical campaign, and this chapter provides a wealth of rules for nautical combat of every kind.

Generally speaking, battles at sea are handled in one of three ways: shipboard combat normal combat on board a ship , ship-to-ship combat combat between two or more individual ships , and fleet combat combat between two or more fleets of multiple ships each.

Rules for these three types of naval combat are detailed in the following sections. Shipboard combat is just like any other combat between the PCs and their opponents, except the encounter takes place on board a ship, rather than in a dungeon or on a forest path. For the most part, shipboard combat can be resolved normally. The only constraints are the size of the ship and therefore, the size of the battlefield , the danger of falling overboard into the water, and the effects of weather on the ship.

Characters climbing into the rigging or diving into the sea to swim from one ship to another or to climb out of the water up an anchor chain or up the hull of a ship must succeed on Strength Athletics checks, while moving across a crowded deck, leaping across open hatches or from mast to deck, or negotiating pitching boards slick with spray must succeed on Dexterity Acrobatics checks.

The DC of such checks depends on how severe the wave and weather conditions are and how great a challenge you want the environment to be. Experienced sailors and aquatic races may have advantage on such checks, while creatures unsuited to shipboard combat like horses or large creatures may have disadvantage.

The following sample DCs and modifiers can be used to adjudicate movement on board a ship. If a combatant falls overboard, use the standard rules for aquatic terrain and water dangers from swimming and possibly drowning. In all other ways, shipboard combat functions no differently than combat on land. A typical nautical campaign presupposes that assumes that the PCs are more interested in capturing enemy ships than in sinking them.

So once a ship has been boarded, ship-to-ship combat ends and shipboard combat begins on whichever ship was boarded first. This keeps the PCs from having to play out combat between large numbers of low-level opponents, and from needing to track exactly how many casualties their crew takes in each battle.

The PCs earn normal XP for the foes they defeat in shipboard combat. In most circumstances, a ship-to-ship battle just serves as a prelude to the main combat.

When ships themselves become a part of a battle, combat becomes unusual. The following rules are not meant to accurately simulate all of the complexities of ship-to-ship combat, only to provide you with a quick and easy set of rules to resolve such situations when they inevitably arise in a nautical adventure, whether it be a battle between two ships or between a ship and a sea monster.

Decide what type of ships are involved in the combat see Table Simple Ship Statistics. Use a large, blank battle mat to represent the waters on which the battle occurs. A single square corresponds to 30 feet of distance.

Represent each ship by placing markers that take up the appropriate number of squares miniature toy ships make great markers and should be available at most hobby stores. If any of the ships in the battle rely on sails to move, randomly determine what direction the wind is blowing by rolling 1d8, with each value corresponding to a cardinal or intercardinal direction N, E, S, W, NE, NW, SE, SW.

The ship can increase or decrease its speed by 30 feet each round, up to its maximum speed. Alternatively, the captain can change direction up to one side of a square at a time as an Used Fishing Boats For Sale Houston For Sale action. A ship can only change direction at the start of a turn. A ship can also attempt to ram a target if it has its minimum crew.

To ram a target, the ship must move at least 30 feet and end with its bow in a square adjacent to the target. A ship outfitted with an actual ram siege engine inflicts an additional 3d6 points of damage to the target the ramming vessel suffers no additional damage. A ship gains the sinking condition if its hit points are reduced to 0 or fewer.

A sinking ship cannot move or attack , and it sinks completely 10 rounds after it gains the sinking condition. Each hit on a sinking ship that inflicts damage reduces the remaining time for it to sink by 1 round per 25 points of damage inflicted. Generally, non-magical repairs take too long to save a ship from sinking once it begins to go down.

A vast variety of boats and ships exist in the real world, from small rafts and longboats to intimidating galleons and swift galleys. To represent the numerous distinctions of shape and size that exist between water-going vessels, Table 2 describes several standard ship sizes and their respective statistics. Just as the cultures of the real world have created and adapted hundreds of different types of seafaring vessels, races in fantasy worlds might create their own strange ships.

GMs might use or alter the statistics below to suit the needs of their creations and describe such conveyances however they please.

All ships have the following traits. In addition, all ships have a damage threshold based on their construction material damage threshold 5 for most wooden ships. At 0 or fewer hit points , a ship gains the sinking condition as described above. An asterisk indicates the ship has sails and can move at double speed when it moves in the same direction as the wind. A ship with only sails can only move if there is some wind.

Arms : The number of siege weapons such as catapults or ballistae that can be fitted on the ship. Ram : The amount of damage the ship inflicts on a successful ramming attack without a ram siege engine. Squares : The number of squares the ship takes up on the battle mat. A ship without its minimum crew complement can only move, change speed, change direction, or ram if its captain makes a DC 12 Charisma Persuasion or Intimidation check.

Crew in excess of the minimum have no effect on movement, but they can replace fallen crewmembers or man additional weapons. It is important to note that while ships can be attacked in combat, it is difficult to significantly damage such large vehicles. In addition, a captured ship is usually worth more as a prize to be towed or sailed home than sunk to the bottom of the sea. As a result, most ship-to-ship combat ends when the crew of one ship boards another to fight the enemy crew in hand-to-hand combat see Boarding and Grappling.

The following overview presents more extensive rules for ship-to-ship combat. All ships use these rules for movement and combat.

A ship requires two things to keep it moving�a pilot and a means of propulsion. The pilot uses the control device and her Wisdom to control the ship. Most ships require a crew. A ship without a full crew complement, but with at least half its crew gains disadvantage on all sailing checks. A ship needs at least half its crew complement in order to be piloted at all. Any crew required to operate siege engines are in addition to those crew needed to operate the ship.

Ships have sizes and spaces different from creature sizes and spaces. In order to play out ship-to-ship combat on a Flip-Mat or battle mat, a single square on the map corresponds to 30 feet of distance, rather than 5 feet. Ships do not move like creatures, even when they use creatures for propulsion. They tend to move in the direction of their forward facing and do so quickly.

Facing represents the effect of inertia on vehicles. Ships move best when moving in the direction of their forward facing, and it takes time and skill to move them in other directions.

When piloted correctly, ships can move straight ahead, diagonally, or a mix of both within the same movement. Skilled pilots can make a ship zigzag in a forward direction with ease. Ships have a maximum speed and an acceleration listing. The maximum speed is the fastest rate the ship can travel per round though a windpropelled ship sailing in the direction of the wind can double this speed.

A ship cannot usually start at its maximum speed. Each round, the pilot can attempt to accelerate the ship or decelerate it by a rate equal to its acceleration see the Movement section in Ships in Combat.

The rate at which a ship is currently moving is called its current speed. When playing out ship-to-ship combat on a Flip-Mat or battle mat, the edge of the map forms an artificial boundary�on the open sea, there is no edge of the map. As a result, if a ship moves off the edge of the map, you should extend the map with a new blank Flip-Mat or battle mat, or reposition the ships so they have room to maneuver. Travel over long distances across seas or oceans uses waterborne movement, measured in miles per hour or day.

For muscle-propelled ships, a day represents 10 hours of rowing. For a wind-propelled sailing ship, it represents 24 hours. Waterborne speeds for the most common ship types can be found under Vessels and Vessel Customization. To control a ship in combat, a pilot must make a sailing check to determine the maneuverability and speed of the ship that round.

If a ship is using two means of propulsion at the same time, such as wind and muscle, the pilot chooses which skill to use, and takes a �2 penalty on all sailing checks. Outside of combat, the base DC for all sailing checks is DC 5. In combat, the base DC for all sailing checks is DC A ship without a full crew complement, but with at least half its crew, gains disadvantage.

Just as with other skills, a character can spend an action to use the Help action. If catching a particular fish is a key plot point, and players are guided into a Moby Dick sort of story, then blow-by-blow combat mechanics would be appropriate. What are those dice doing? You make it up, but I'd do, per fisherman, roll a d20, and divide by 3 for yield of fish at this spot per hour.

How complicated do you want to get? My thesis being "not too much". You've mentioned that you think the player should roll because the outcome is uncertain, but I don't think that's sufficient justification to have a roll. If your characters are starving and in need of food and fishing is their best option, then sure you can roll a survival check to see how they do, but if failure means nothing at all then just let it happen.

If your player really wants an element of uncertainty then for meaningless little things like this they can always just declare their own DC and roll an unmodified D20 for it. I wouldn't spend any more time on it than that unless your players were really insistent.

Sign up to join this community. The best answers are voted up and rise to the top. Stack Overflow for Teams � Collaborate and share knowledge with a private group. Create a free Team What is Teams?

Learn more. What is rolled when using fishing tackle to pull in a fish? Ask Question. Asked 3 years, 4 months ago. Active 3 years, 4 months ago.

Viewed 15k times. Why roll at all? What about homebrew and 3rd party stuff? Why not just say 'the DM or player s decide'? Improve this question. Please stop being evil Please stop being evil Add a comment. Active Oldest Votes. I would use the Survival skill check. Maybe give advantage for proficiency in Nature. Improve this answer. MivaScott MivaScott DMG p.

The long view. The "is it appropriate to let my hero succeed in catching a fish while properly equipped to do so? But the rest of the answer goes on a hard stance against rolling.

If a PC wants to impress a fisherman with his catch, for example, then there should be a relevant skill challenge. Show 1 more comment. Phil Boncer Phil Boncer 15k 3 3 gold badges 33 33 silver badges 87 87 bronze badges. Let's stay close. How long do you want to spend trying to fish? If so, simply narrate the failure or success and move on. Not sure if you were entertaining using pricing from 5e but the Player's Handbook p.

Sign up to join this community. The best answers are voted up and rise to the top. Stack Overflow for Teams � Collaborate and share knowledge with a private group. Create a free Team What is Teams? Learn more. How much does passage on a ship or river boat cost? Ask Question. Asked 1 year, 8 months ago. Active 1 year, 3 months ago. Viewed 12k times. Improve this question.

Tristian Tristian 3, 1 1 gold badge 7 7 silver badges 25 25 bronze badges. I did the same for the cost of trips across the ocean for pounds sterling during colonial periods.

For two passengers and cargo, came to about 8 gp for the river boat hundreds of miles , and about 12 gp for the ocean ship over miles. Hope this helps others. I hadn't seen your question. I've posted it for your.




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