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Each vessel requires people to run it: the officers in charge and the sailors who follow their orders.
 
Each vessel requires people to run it: the officers in charge and the sailors who follow their orders.
  
<u>TYPES OF OFFICERS</u></br>
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<u>TYPES OF OFFICERS</u>
If you'd like to explore running a ship, it needs officers to oversee its operations- officers who fill six different roles. Some roles aboard a ship reflect the need for trained experts to direct a crew's efforts. Other roles focus on keeping the crew's health and morale in order.</br>
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The roles are meant to provide a sense of the types of ability checks useful to managing a ship. Of these, though, captain is the only role that must be filled for the ship to function. A ship needs a single person to issue orders and respond to threats, otherwise a ship risks chaos and confusion during a crisis.</br>
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If you'd like to explore running a ship, it needs officers to oversee its operations- officers who fill six different roles. Some roles aboard a ship reflect the need for trained experts to direct a crew's efforts. Other roles focus on keeping the crew's health and morale in order.
Each type of officer is described below, along with the abilities and proficiencies that help a character excel:</br>
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The roles are meant to provide a sense of the types of ability checks useful to managing a ship. Of these, though, captain is the only role that must be filled for the ship to function. A ship needs a single person to issue orders and respond to threats, otherwise a ship risks chaos and confusion during a crisis.
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Each type of officer is described below, along with the abilities and proficiencies that help a character excel in that role:
 
:'''Captain'''. The captain issues orders. The best captains have high Intelligence and Charisma scores, as well as proficiency with ''water vehicles'' and the Intimidation and Persuasion skills.
 
:'''Captain'''. The captain issues orders. The best captains have high Intelligence and Charisma scores, as well as proficiency with ''water vehicles'' and the Intimidation and Persuasion skills.
 
:'''First Mate'''. This specialist keeps the crew's morale high by providing supervision, encouragement. and discipline. A first mate benefits from a high Charisma score, as well as proficiency with the Intimidation and Persuasion skills.
 
:'''First Mate'''. This specialist keeps the crew's morale high by providing supervision, encouragement. and discipline. A first mate benefits from a high Charisma score, as well as proficiency with the Intimidation and Persuasion skills.
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:'''Cargo Master''' or '''Super'''. While having little direct interaction with the crew this officer's position is never the less vial for crew moral. They are in charge of the supplies and rations that the crew consumes (making sure there is enough to eat and drink and also making sure it does not spoil and the right foods are packed, etc.). They can also be vital for the record keeping on the cargo to make sure a merchant ship makes money and can pay its crew. The should have a good Intelligence and proficiency with ''calligrapher's supplies'' tools.
 
:'''Cargo Master''' or '''Super'''. While having little direct interaction with the crew this officer's position is never the less vial for crew moral. They are in charge of the supplies and rations that the crew consumes (making sure there is enough to eat and drink and also making sure it does not spoil and the right foods are packed, etc.). They can also be vital for the record keeping on the cargo to make sure a merchant ship makes money and can pay its crew. The should have a good Intelligence and proficiency with ''calligrapher's supplies'' tools.
  
<u>CREW MEMBERS</u></br>
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<u>CREW MEMBERS</u>
A ship requires a number of ablebodied sailors to crew it, as specified in its stat block. A crew's skill, experience, morale. and health are defined by its quality score.</br>
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This score can affect a number of general ship activities, like the crew's ability to notice threats or contend with hazards. A crew starts with a quality score of +4, but that score varies over time, going as low as -10 and as high as +10. It decreases as a crew takes casualties, suffers hardship, or endures poor health. It increases if the crew enjoys high morale, has good health care, and receives fair leadership.</br>
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A ship req uires a number of able-bodied sailors to crew it, as specified in its stat block. A crew's skill, experience, morale. and health are defined by its quality score.
A typical crew member uses the commoner stat block in the Monster Manual.</br>
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This score can affect a number of general ship activities, like the crew's ability to notice threats or contend with hazards. A crew starts with a quality score of +4, but that score varies over time, going as low as -10 and as high as +10. It decreases as a crew takes casualties, suffers hardship, or endures poor health. It increases if the crew enjoys high morale, has good health care, and receives fair leadership.
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A typical crew member uses the commoner stat block in the Monster Manual.
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<u>OPTIONAL RULE: LOYALTY AND QUALITY</u>
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When dealing with an individual member of the crew, you might find it useful to use the optional loyalty rule from chapter 4 of the Dungeon Master's Guide. To convert a quality score into an individual's loyalty score, add 1O to the crew's quality score.
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<u>MUTINY</u>
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A poorly led or mistreated crew might turn against its officers. Once per day, if a crew's quality score is lower than 0, the captain must make a Charisma (Intimidation or Persuasion) check modified by the crew's quality score. If the check total is between 1 and 9, the crew's quality score decreases by 1.
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If the check total is 0 or lower, the crew mutinies.
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They become hostile to the officers and might attempt to kill them, imprison them, or throw them overboard. The crew can be cowed into obedience through violence, combat, or offers of treasure or other rewards.
  
<u>OPTIONAL RULE: LOYALTY AND QUALITY</u></br>
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When the DM ends tbe mutiny, the crew's quaity score increases by ld4.
When dealing with an individual member of the crew, you might find it useful to use the optional loyalty rule from chapter 4 of the ''Dungeon Master's Guide''. To convert a quality score into an individual's loyalty score, add 1O to the crew's quality score.</br>
 
  
<u>MUTINY</u></br>
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<u>SHORE LEAVE</u>
A poorly led or mistreated crew might turn against its officers. Once per day, if a crew's quality score is lower than 0, the captain must make a Charisma (Intimidation or Persuasion) check modified by the crew's quality score. If the check total is between 1 and 9, the crew's quality score decreases by 1.</br>
 
If the check total is 0 or lower, the crew mutinies.</br>
 
They become hostile to the officers and might attempt to kill them, imprison them, or throw them overboard. The crew can be cowed into obedience through violence, combat, or offers of treasure or other rewards.</br>
 
When the DM ends tbe mutiny, the crew's quaity score increases by ld4.</br>
 
  
<u>SHORE LEAVE</u></br>
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Life aboard a ship is a constant wear on the crew. Spending time in port allows the crew to relax and regain its composure. If a crew's quality score is 3 or lower, the score increases by 1 for each day the crew spends in port
Life aboard a ship is a constant wear on the crew. Spending time in port allows the crew to relax and regain its composure. If a crew's quality score is 3 or lower, the score increases by 1 for each day the crew spends in port or ashore.
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or ashore.
  
 
====Ships in Combat====
 
====Ships in Combat====

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