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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