With the advent of Ghosts of Saltmarsh, the good people at Wizards of the Coast have released their rules 'Of Ships and the Sea'. I think these rules are really problematic in their attempt to mesh 5e combat with a different game entirely (Why does a ship need an intelligence score if they're always going to have a 0? For the fringe case of a 'magic item possessed ship'?) and it turns the ships into video-games style centrally controlled robots, not the complex little societies and hives they were.
I tried to make a slightly different set aimed at an Age of Sail / Pirate themed campaign world, that of my new campaign Sea Wolves. Give them a look and shoot me some feedback before they're put out to sea with my new players (almost all D&D virgins).
Ship Combat and Sailing Rules
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