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Seafaring in C&C
Posted: Fri Mar 07, 2008 2:40 pm
by slimykuotoan
Anyone have some nice swimming, underwater or ship rules for a fellow scoundrel o' the two seas?
I'm gonna place my first 'home made' adventure on the ocean of ill repute.
http://www.youtube.com/watch?v=qdfqe9f1 ... re=related
Posted: Fri Mar 07, 2008 2:55 pm
by bighara
Check out Sea Machine from Classic D&D. Or Stormwrack from WOTC.
Sea Machine is mostly for sea battles, but has some decent stuff for ship stats.
Stormwrack includes underwater rules as well as ships. It should convert pretty easily.
Posted: Fri Mar 07, 2008 5:23 pm
by johns
I wrote some narrative ship combat rules that make heavy use of the SIEGE engine rules. They are largely untested, but I'll email them to you if you'd like to see them.
Posted: Sat Mar 08, 2008 12:57 am
by slimykuotoan
Thanks guy!
Posted: Sat Mar 08, 2008 2:09 am
by Treebore
I liked "OF Ships and Sea" in 2E D&D. Easy enough to alter and fit into C&C context.
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Posted: Sun Mar 09, 2008 3:29 pm
by darkdevil21
Thanks!
Posted: Sun Mar 09, 2008 6:01 pm
by CharlieRock
I liked Broadsides: Naval Adventuring.
It's d20 but has lots of ship stats that are convertable to SIEGE. A couple of base classes that aren't really convertable (they are, but not worthwhile). And a whole chapter of feats and skill checks for navigation and storms for ideas on what you can do if you like stealing ideas.
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Posted: Mon Mar 10, 2008 1:19 pm
by Omote
Out of all of these sources, I would say that the most complete "adventuring guide to undersea enviroments" is Stormwrack. Overall, Stormwrack is OK to GOOD, but there are lots of good ideas that would make running an underwater campaign much better. If you are looking straight naval stuff, I would go with Of Ships and Seas, which as Treebore states is almost 100% C&C ready-to-go.
-O
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Posted: Mon Mar 10, 2008 2:27 pm
by Zudrak
CharlieRock wrote:
I liked Broadsides: Naval Adventuring.
It's d20 but has lots of ship stats that are convertable to SIEGE. A couple of base classes that aren't really convertable (they are, but not worthwhile). And a whole chapter of feats and skill checks for navigation and storms for ideas on what you can do if you like stealing ideas.
Also available in PDF here.
I've added it to my "wish list" for gaming supplies. Thanks, Charlie.
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Posted: Mon Mar 10, 2008 3:10 pm
by moriarty777
Broadsides: Naval Adventuring was quite cool ... another good d20 one I like and own was the Seafarer's Handbook from the Legends & Lairs series put out by Fantasy Flight Games. I was never much of a fan of Storm Wrack but the Seafarer's Handbook does cover undersea adventuring as well. I guess the devil is in the details when comparing these three d20 resources.
I confess that I don't know much about the AD&D book "Of Ships & Sea" but knowing me, it'd be something I'd like to acquire sooner or later. But the mention of the Sea Machine is something I completely missed. Time to pull out the ol' Classic D&D material and have a look-see.
M
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Posted: Mon Mar 10, 2008 3:48 pm
by bighara
moriarty777 wrote:
Broadsides: Naval Adventuring was quite cool ... another good d20 one I like and own was the Seafarer's Handbook from the Legends & Lairs series put out by Fantasy Flight Games. I was never much of a fan of Storm Wrack but the Seafarer's Handbook does cover undersea adventuring as well. I guess the devil is in the details when comparing these three d20 resources.
I confess that I don't know much about the AD&D book "Of Ships & Sea" but knowing me, it'd be something I'd like to acquire sooner or later. But the mention of the Sea Machine is something I completely missed. Time to pull out the ol' Classic D&D material and have a look-see.
M
Dawn of the Emperors has it.
Posted: Mon Mar 10, 2008 4:01 pm
by moriarty777
bighara wrote:
Dawn of the Emperors has it.
Cool... thanks for pointing the way!
M
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Posted: Mon Mar 10, 2008 7:37 pm
by CharlieRock
bighara wrote:
Dawn of the Emperors has it.
I loved those covers for some reason.
P.S. Seafarer's Handbook is one of the L&Ls I don't have. I like the series, but I also want to wait and see what the CKG has before I try to get anymore (though another FFG sale a few months down the line could change that ,too.)
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Posted: Mon Mar 10, 2008 7:47 pm
by Treebore
Looking at the shield on that cover reminded me how awesome Phillip of Macedon's shield is. (You know, the guy who is father to Alexander the Great)
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Posted: Mon Mar 10, 2008 8:06 pm
by CharlieRock
Treebore wrote:
Looking at the shield on that cover reminded me how awesome Phillip of Macedon's shield is. (You know, the guy who is father to Alexander the Great)
I thought Macedonians used smaller shields (what we might actually call a buckler) then most other fighting phalanxes.
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Posted: Mon Mar 10, 2008 8:25 pm
by moriarty777
CharlieRock wrote:
P.S. Seafarer's Handbook is one of the L&Ls I don't have. I like the series, but I also want to wait and see what the CKG has before I try to get anymore (though another FFG sale a few months down the line could change that ,too.)
Hehehe... understandable. Pretty much all of my L&L books I got either from the $5 sale or like new from places like eBay. With 4th Edition around the corner, I half expect another big sale close to its release.
M
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Posted: Mon Mar 10, 2008 8:31 pm
by CharlieRock
moriarty777 wrote:
Hehehe... understandable. Pretty much all of my L&L books I got either from the $5 sale or like new from places like eBay. With 4th Edition around the corner, I half expect another big sale close to its release.
M
FFG does have their own setting. It wouldn't surprise me if they made a PHB of their own and published it (like Mongoose did here.)
P.S. They already have a name for it. Legends & Lairs, LoL
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Posted: Sat Apr 04, 2009 1:35 pm
by bighara
THREAD NECROMANCY!!
So, has anyone pursued this topic further? I'm toying with the idea of a nautical adventure and I was wondering what people's experiences had been. As far as I know, the CKG isn't going to cover this.
Posted: Sat Apr 04, 2009 3:59 pm
by CKDad
Wow, thanks for bring this one up bighara. I'd been thinking about this topic recently as my ftf campaign has potential for a lot of sea travel (and potentially sea combat).
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Posted: Sat Apr 04, 2009 9:06 pm
by Relaxo
sounds like a great topic for the next issue of the Domesday book!
(not it)
Posted: Sat Apr 04, 2009 9:08 pm
by Treebore
We got a lot of mileage out of the "Sea Peoples" book for BECMI.
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Posted: Sat Apr 04, 2009 9:46 pm
by dadiceguy
There is also
http://www.scratchfactory.com/Resources ... Combat.pdf that does a good job.
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Posted: Tue Apr 07, 2009 11:48 am
by Lord Dynel
I'll second Of Ships and the Sea. It was one of the better later DMGR supplements.
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Posted: Tue Apr 07, 2009 6:55 pm
by CKDad
Lord Dynel wrote:
I'll second Of Ships and the Sea. It was one of the better later DMGR supplements.
Unfortunately, this is one caught up in WOTC's new ban on PDF downloads.
Fortunately I snagged it over the weekend, got it printed and have been dipping into it as time permits. Very much what I was starting to realize I was looking for.
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Posted: Wed Apr 08, 2009 12:30 am
by Lord Dynel
CKDad wrote:
Unfortunately, this is one caught up in WOTC's new ban on PDF downloads.
Fortunately I snagged it over the weekend, got it printed and have been dipping into it as time permits. Very much what I was starting to realize I was looking for.
Glad to see it was what you were looking for. And very compatible, too!
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Posted: Wed Apr 08, 2009 12:44 am
by serleran
Of Ships and the Sea was the last of the "blue books" I needed -- glad to have found it in print. Not a bad book, but I think there could be more detailed information.
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Posted: Wed Apr 08, 2009 10:35 pm
by Pat Payne
Of Ships and the Sea is pretty good. There's also the Ships supplement for Harn, if you can find it, though they tend to highball a bit on the crew needed to man the ships. Depending on the period you're going for, Adamant Entertainment's (IIRC) Corsair has some good rules for "Age of Exploration" and "Age of Sail"-era ships.
Posted: Thu Apr 09, 2009 12:23 am
by Lord Dynel
Pat Payne wrote:
Of Ships and the Sea is pretty good. There's also the Ships supplement for Harn, if you can find it, though they tend to highball a bit on the crew needed to man the ships. Depending on the period you're going for, Adamant Entertainment's (IIRC) Corsair has some good rules for "Age of Exploration" and "Age of Sail"-era ships.
If you're referring to the Pilot's Almanac, Pat, then yeah it's not too shabby. I never noticed the overshot on crew numbers, I'll have to check that out. And yeah, Corsair is a pretty decent. I'd put them in that order, too, IMHO.
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Posted: Sat Apr 11, 2009 4:19 pm
by Pat Payne
Lord Dynel wrote:
If you're referring to the Pilot's Almanac, Pat, then yeah it's not too shabby. I never noticed the overshot on crew numbers, I'll have to check that out. And yeah, Corsair is a pretty decent. I'd put them in that order, too, IMHO.
Thanks for the correct on the title, Lord Dynel -- that is the one I'm thinking of. To be fair, I'd never have caught it either, but one of the guys in my group (who owns the book and is ex-Navy) was planning on putting together a merchant fleet for his character, when he crunched the numbers and realized that the sie of the ships were accurate, but that cramming on board as many men as they suggest would be feasable but self-defeating (in most cases, we worked it out to being actually double the true number of crew needed).
Posted: Mon Apr 13, 2009 12:16 pm
by bighara
Seas of Blood by Mongoose for d20 wasn't too bad. You can still get the pdf at RPGNow I believe. There's a fair bit of goofy stuff (like gnome submersibles), and the file is $15 (more than I like to pay for a pdf supplement as a rule), but the mechanics are pretty portable to C&C.
I was actually fairly impressed with Labyrinth Lord's rules for seafaring and combat. Pretty abstract, but they cover a lot of what you need quite succinctly.
I can't quite make up my mind how "granular" I want to make things. Plotting out a sea battle or chase where the two ships might be a mile or more apart sounds tedious, but so much of what made stories like O'Brian and the Hornblower books interesting was how far ahead the captains had to think, compensating for wind and tide, etc.