Ship Navigation Rules: Difference between revisions
Admiralbenbo (talk | contribs) Created page with "''These are draft rules for dealing with ship-based exploration. They assume a hex grid sized for 1 day increments (roughly 60 miles). They also assume that you're mostly coastal.'' Every day, roll for weather (use Weather table) and, if the result isn't "Storm" or "Bad Storm", for events (using the Event table). At specific points during the journey, the DM may have fixed-location, 100% probable events. Those days, still roll for weather, but that modifies the fiction..." |
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''' | '''Sail Master:''' Makes Charisma (Persuasion or Intimidation) checks to coordinate the crew during storms. Good results reduce the damage done. If the crew has low morale, roll at disadvantage. If they have high morale, roll at advantage. | ||
{| class="wikitable" | {| class="wikitable" | ||
|+CHA check | |+CHA check | ||
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== Events == | == Events == | ||
Events are ''land'', ''sea'', or ''special.'' Generally, non-special events may or may not cause the crew to divert, but special events will. | Events are ''land'', ''sea'', or ''special.'' Generally, non-special events may or may not cause the crew to divert, but special events will. | ||
{| class="wikitable" | |||
|+d8 | |||
!d8 result | |||
!Outcome | |||
|- | |||
|1-3 | |||
|Nothing | |||
|- | |||
|4-5 | |||
|Land event | |||
|- | |||
|6-7 | |||
|Sea event | |||
|- | |||
|8 | |||
|Special event | |||
|} | |||
[[Category:Homebrew]] | [[Category:Homebrew]] | ||
[[Category:Player's Guide]] | [[Category:Player's Guide]] |
Latest revision as of 01:53, 21 May 2025
These are draft rules for dealing with ship-based exploration. They assume a hex grid sized for 1 day increments (roughly 60 miles). They also assume that you're mostly coastal.
Every day, roll for weather (use Weather table) and, if the result isn't "Storm" or "Bad Storm", for events (using the Event table). At specific points during the journey, the DM may have fixed-location, 100% probable events. Those days, still roll for weather, but that modifies the fiction rather than any normal rolling.
Weather
d8 Roll | Result | Mechanics |
---|---|---|
1 | Bad storm | Use storm event, +5 to lookout and navigator storm DCs |
2 | Regular storm | Use storm event |
3-4 | Adverse wind or calm | No progress made that day. Fleet sailmaster makes a DC 10 check. Failure means loss of one day progress |
5-7 | Normal conditions | Normal progress |
8 | Favorable winds | +1 day progress |
Storms
Storms are special weather events that serve as the most common hazard at sea.
Storm Roles
Each ship needs 3 roles filled. If a PC doesn't fill a role, an NPC fills it. Ships with expert crew have NPCs that roll with +4 across the board. Regular crews have +2 across the board, and undisciplined crew roll at +0. These mostly influence storm performance.
Lookout: Makes Wisdom (Perception) checks for hazards during storms. Determines how much warning the helmsman/crew has to react.
Check Result | Outcome |
---|---|
9 or less | No warning. Navigator is at disadvantage. |
10-14. | Some warning. No special effect. |
15+ | Lots of warning. Navigator is at advantage. |
Helmsman: Makes either Dexterity (Initiative) checks or Constitution (Athletics) checks to steer the ship during storms. Determines how bad the results could be (modified by crew).
Check Result | Outcome |
---|---|
4- | Critical Damage |
5-9 | Damage |
10-14 | Mildly Favorable |
15-20 | Favorable |
21+ | Very favorable |
d100 result | Critical | Damage | Mildly Favorable | Favorable | Very Favorable |
---|---|---|---|---|---|
1-20 | shipwreck or major ship damage | shipwreck or major ship damage | (20-result)/10 casualties + scattered | scattered from allies | 2 lost days |
21-50 | shipwreck or major ship damage | (50-result)/10 casualties + scattered | scattered from allies | minor damage (2 lost days) | 1 lost day |
51-75 | (100-result)/10 casualties + scattered | scattered from allies | minor damage (2 lost days) | 1 lost day | nothing |
76-100 | (100-result)/10 casualties + scattered | scattered from allies | 1 lost day | nothing | 1 gained day |
Sail Master: Makes Charisma (Persuasion or Intimidation) checks to coordinate the crew during storms. Good results reduce the damage done. If the crew has low morale, roll at disadvantage. If they have high morale, roll at advantage.
Result | Outcome |
---|---|
9- | Use rolled result |
10-14 | Move one d100 row better |
15+ | Roll 2d100, keep better result. |
Events
Events are land, sea, or special. Generally, non-special events may or may not cause the crew to divert, but special events will.
d8 result | Outcome |
---|---|
1-3 | Nothing |
4-5 | Land event |
6-7 | Sea event |
8 | Special event |