ToDo:
- Fix stations
- Magic officer
- Engineer
- First Mate
- Helmsman?
- change size of images that the guy talked about on reddit
- add in pets rules - crew benefits: morale booster, sanity/homesickness aid, and perception aid
- lifejammer clarification
- sequence helm clarification
- designing ships
- add in "A note about RPing or combat with NPC ships"
- random NPC ship
- put in other ships
- add "flag raised" to ship page
- teleporting between ships
- repairing ships and tonnage
- Remove Flyby, maybe make MO ability
Notes from the Treantmonk:
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Balance and stuffs
- ship repair
- Use existing repair model from 5e DMG
- add hit dice stat and divide by 4.5 to get hit dice for ships
- airship - 66 hit dice, short rest/long rest rules
- short rest - away from dock, long rest - at dock only
- long rest only at civilized port, and able to recover hit dice
- ship repair
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Ships
- describe each ship in a paragraph or two
- reach to the community and try to get someone to donate artwork, to keep creative commons/free art theme
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Crew members
- Change stats for the crew - make each one of them different
- green crew is good, don't change
- make trained crew stats better
- give other proficiencies - proficency in the weapons and armor they're using
- up the AC with better armor and give them proficency
- make crack crew really good, maybe base stats off for a knight
- give them expertise in vehicles
- increase physical stats
- better hit dice
- even better armor, half-plate or something
- a ship being repaired by crack crew, repair takes even less time
- A lot of docks need guarding. Crew is kept busy when in dock. Maintenance and stuff - refilling the hit dice
- standard practice is to keep an "away team"
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Stations
- 90% the way it is
- scale back first mate, give bonuses not blanket advantage
- add in general actions anyone can take, little bonuses, feel like something is better than nothing
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Phlogiston
- Remove instantaneous double damage for fire spells, maybe just a +1 dice or something.
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Maps
- Hex vs square
- Facing sorta needs to happen
- Have "standard" be square, use alternate for hexes
- With a square grid, your first facing is free and every other facing costs cost one speed point
- Alternate rules for hex grids - Take out adding the 1 free movement for square grids - all hex facings changes cost one movement
- Hex vs square
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Helms are insanely expensive - soften costs for helms - or - - material costs for create helm include the phrase "which the spell consumes" - have it use gold dust or diamond worth 1000gp or something similar - or both - - Helms - very rare - pg 135 dmg - like 25k gp or something similar - create helm - concentration up to a day - add costs for everything else
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For 30 Hull Points worth of repair - With an unskilled peasant hitting wood with a hammer and jamming it in the boat with straw and tar, that's 30 days and 500gp. With a skilled laborer doing it herself out in the wilderness with tools and resources it's 30 hours and 750 gp of materials. With the same skilled laborer and a Mending cantrip - 15 hours and 750 gp of materials; With a 4th level Fabricate it's 10 hours and 750 gp of materials. At a port, it's 1500 gp and 30 hours, and you are free to do whatever you want in town cause the ship is being fixed by other people.
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Include rules how to build a vessel as a second supplement
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Pgs 128-129 has costs for a stronghold and making magic items
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use ship stuff from http://dnd.wizards.com/articles/unearthed-arcana/ships-and-sea