Post by chocolatecheddar on Dec 9, 2018 9:35:58 GMT
This is a homebrew I made for implementing wind strength and direction into boating, sailing, and flying, inspired by the suggestion in the core rulbook, page 58. It borrows from Basic Fantasy Roleplaying for modifiers to travel speed. I have updated the document to be more in line with the rules under Seamanship. If anyone has any advice, or spots any errors, feel free to give feedback and I will include any good ideas for additions and changes (as well as give credit!).
Post by chocolatecheddar on Dec 9, 2018 23:28:55 GMT
Thanks man, would be much appreciated. I have already updated the document, the rules for vessel damage were not in line with the Seamanship skill to my liking, so I changed it. If I end up having a better idea, I will implement advanced vessel damage.
Indeed you did! I suppose we are both dungeoneering Thuleans
"All we have to decide is what to do with the time that is given us."
I'm not really sure is that the best way to deal with capsizing. I do agree that ships, boat and such should have their own HP but doesn't fell right to me that it's used for anything other than damage.
Damaged ships and boats can still sail if damage isn't that massive. Small leaks ain't going to make difference if they are deal with. Broken masts on the other hand are bit more serious matters.
It would take much more detailed rules for damage and effects.
Wind chart is something that can be used though. It's easy and fast enough to throw in if needed.
Of course skills of the crew and such would take big part to outcome ... but that's completely different story when starting to make rules that detailed for sailing.
I think majority MYFAROG scenarios doesn't involve that much sailing that it would make sense to use time and effort to make such rules. But if someone feels like it, I'm not there to stop.
Good work anyway! It's good that people are active and do things.
Post by chocolatecheddar on Dec 12, 2018 10:10:17 GMT
I agree, I removed the rules for the vessels having HP in favor of sticking with the rules for ships capsizing as described under Seamanship in the rule book (I updated the PDF to reflect this), so as of now, they are simply rules for dealing with wind and weather effecting the speed of the vessel. The rules as written state that a failed Seamanship check results in damage to the vessel (a test being made once per day of travel) and a failure after damage has been taken, or a Critical Failure, results in a shipwreck.
The rules in the PDF did cause this Seamanship test to have to be made each rest of travel, as opposed to each day, when sailing in storms and hurricanes, but I reverted it back to each day, as in the rule book. The difference is in the fact that the storm or hurricane may cause you to begin sailing in the direction of the wind, even if that is not the direction you began sailing in. I felt that each rest of travel would almost assuredly result in a shipwreck or capsizing :/
Perhaps each vessel could have a "Damage Threshold", with the amount of damage being taken from storms and hurricanes being 1D8, altered by the degree of failure of the Seamanship test: Result =<5 < DD (Critical Failure): +4 Damage Result 1-4 < DD (Failure): +2 Damage Result = DD (Semi-Success): +1 damage
I don't know, just spitballing ideas, let me know what you think of them, and we can come to a conclusion that seems good and then incorporate it into the document.
I will leave a link with the most recent version, if you would like to check it out, in the original post.
What I was thinking of while going through this again was that maybe there is one flaw in this to start with.
We just can't combine sailing and flying under the same rules. Those are completely different things.
I feel that narrowing this thing down to sailing there is some changes to make this work.
AFAIK sailing in the storm is very very hard and very very dangerous thing to do. It's of course avoided by any boat. But of course time to time nature just ain't so nice and storm can brew in within minutes and there is no way to take cover.
Therefore I think most of the tasks that need to be taken when encountering the storm is mostly damage prevention and trying to cope until cover, if possible to find one and reach it or storm calms down.
What comes to hurricanes... well... start praying and hope the best. I think there is nothing that can be done but secure everything and hope you down end up to the bottom of the sea (which is very likely).
Then there is line of command on the Viking era boats that need to be taken in account.
Some roles have had different meanings than nowadays.
Post by chocolatecheddar on Dec 13, 2018 23:32:46 GMT
I may start a new document and leave this one as a "lite" version. I kind of just threw in the rules for flying in the wind and weather just to have something to use until it evolved into something better. You are right though, it may be better to have completely different mods for flight Tempo than the mods for sailing, though we may be more hard-pressed to find real world counterparts for flying in strong winds XD
Perhaps it is not such a bad idea to have the storm and hurricane rules be every rest, it would be much more harsh, but I suppose much more realistic also. each rest test would represent something to the effect of what you were saying (damage prevention, etc.).
Perhaps you could gain bonuses from having a bard aboard the ship, maybe even incorporate morale tests in storms and hurricanes.
Thanks for the detailed response, feedback, and link man! I will give it all some thought, and I will check over everything. I'll let you know when I have something with more meat on the bones.
I'll definitely credit you in the new document, if you'd like!
It's the same to me. I'm not seeking any Gold and Glory in these kind of things. But feel free, I can't stop you :D
I think overall crew experience will make difference in those harsh weather check. More experienced crew handles the situation much better than newbie sailors. Vomiting overboard ain't doing any good you know :)
Bards and such would be logically mood lifting things, so that might be good idea to add in.
On the other hand I haven't checked the rules how sailing is explained there. I just throw in what comes in my mind. Probably should read that also... maybe I'll do that tomorrow.
About flying. I think good real life reference would be ultralight planes. Those things drop like a flies if sudden hard winds blows.
Of course this can't too realistic since flying is for the birds and bats in our reality you know :)
Post by chocolatecheddar on Dec 14, 2018 2:19:50 GMT
I will certainly credit your help! I will work on the system this week and post when I have something worth posting.
Perhaps I can incorporate more of a dynamic system when it comes to what crew is present on the vessel, in regards to the Seamanship tests being made. Perhaps penalties if you are short on crew, or if certain crew is missing.
I don't mind free brainstorming, you don't have to be intimately familiar with the rules to throw good ideas out there!
Good idea though, I will have to do some research on early, lightweight planes...so long as there are enough rules for flight that is it immersive, I will be happy.
"All we have to decide is what to do with the time that is given us."
Post by industrialchild on Sept 17, 2019 23:46:02 GMT
@ chocolatecheddar- This is indeed a very ambitious inclusion into MYFAROG! I downloaded version 3 of this and while it'll be a while before any player(s) of mine man a vessel, I'm curious, how has this addition played for you in your games?
All in all this looks like it would fit nicely for a Myth Master that seeks more detail in player's sailing travels by wind and water! Excellent job and work chocolatecheddar! What inspired you to start working on this?