asdfasdfasdfasdfasdf

Search GM Binder

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:

  • 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
  • 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
  • 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"
  • 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
  • Phlogiston

    • Remove instantaneous double damage for fire spells, maybe just a +1 dice or something.
  • 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
  • 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

  • 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.

  • Include rules how to build a vessel as a second supplement

  • Pgs 128-129 has costs for a stronghold and making magic items

  • use ship stuff from http://dnd.wizards.com/articles/unearthed-arcana/ships-and-sea

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.