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Ships

#1 User is offline   CoffeeAddict19 

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Posted 01 April 2005 - 08:07 PM

I'm putting together an adventure that will require ships...I looked in the resources archive and couldn't find any rules or drawings. Basically what I need are deckplans and maybe some rules for ships in a D&D campaign. Mainly sea based. Maelstrom (by WOC) is supposed to come out in a few months to a year but I'd rather not wait that long. Does anyone know where I can get some of this kind of info? Has anyone here had a sea-based campaign?
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#2 User is offline   Lyinginbedmon 

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Post icon  Posted 01 April 2005 - 08:42 PM

I've never really had to write about ships etc. (Since usually parties stay on the same land mass until they can teleport somewhere else. The best I can recommend is to either make your own or check out Roleplayers home, I've never tried it out though so don't take my word as holy writ (Not trying to be offensive to Catholics right now either :blush: )
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#3 User is offline   Jimp 

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Posted 01 April 2005 - 09:11 PM

Catholics? What does that have to do with anything lol
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#4 User is offline   Lyinginbedmon 

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Post icon  Posted 01 April 2005 - 09:12 PM

Well, everything when the Pope's died today <_<

And my being Atheist puts a real cramp on what I can say because I'm trying not to get kicked out of anywhere (Though my rating on several sites has dropped faster than the twin towers :unsure: )
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#5 User is offline   Axel 

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Posted 01 April 2005 - 09:28 PM

I'm an atheist and I don't care who I offend.

It really depends on what kind of ship you want. A galley would be significantly different from a man o' war.
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#6 User is offline   Dthclaw 

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Posted 01 April 2005 - 10:31 PM

Do a google search for ship deckplans prior to 1800, maybe? Nothing predone d20 wise, but at least an idea of the kinds of ships you can include (and give you an idea what kind of layout they should have). Personally, I would suggest custom-designs: after all, it IS a fantasy world and will have originality compared to Medieval / Renaissance / Revolutionary Era sailing ships.
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#7 User is offline   Lyinginbedmon 

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Post icon  Posted 02 April 2005 - 10:57 AM

Again, I'd still recommend making them yourself, since that way you know exactly what you're getting. You could try checking out the Stronghold Builder's Guidebook, I haven't read it but it should be helpful
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#8 User is offline   Axel 

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Posted 02 April 2005 - 01:10 PM

18th century is a bad call. Europe had cannons at that point and had made significant advances in shipbuilding technology since the end of the medieval era. I wouldn't use any designs from after the 14th century. Personally I'd say your best bet for a representative design would be to go all the way back to the Greeks. The designs changed surprisingly little during Roman times and the Dark Ages.
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#9 User is offline   Yurith 

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Posted 02 April 2005 - 04:03 PM

You need like a ship generator?
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#10 User is offline   Ssri-Tel-Quessir Hitokiri 

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Posted 03 April 2005 - 05:16 AM

To address the entire "offending Catholics thing": Come on man. How many other religions also have holy books and writings? It isn't just a Catholic thing.

Back on topic: I would agree with Axel on this one. Those tiremes can be pretty devastating when put to good use.
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#11 User is offline   Jimp 

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Posted 03 April 2005 - 07:39 PM

I'd agree with axel though it would depend on how advanced the people in the area are at seafaring. You could always come up with your own designs and say that the people of the area developed different ways of creating ships.
(off topic: what does religion have to do with ship decks at all?)
The most worthless line of any RPG book EVER:
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#12 User is offline   Shadowborn 

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Posted 03 April 2005 - 08:46 PM

There was a 2nd Edition book (one of the blue softbound ones usually indicative of a DM-only book) called Of Ships and the Sea which had illustrations and deck plans for various types of ships, as well as stats such as top speed, crew and/or cargo capacity, and berth (how much water they displace, hence how shallow a body they could actually sail in and not run aground).
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#13 User is offline   Avantius 

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Posted 04 April 2005 - 02:14 PM

You should check the D&D Arms and Equipment Guide source book, it has alot of interesting weapons, armor and stuff.
There is also a section dedicated to "vehicles", and between those are ships with the plans and all. You could also check the wages for the crew and even wages for more "uncommon" races and even mercenaries.
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#14 User is offline   CoffeeAddict19 

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Posted 04 April 2005 - 06:24 PM

Thanks. I'll take a look at that book.
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#15 User is offline   Raven Bloodmoon 

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Posted 27 May 2005 - 12:10 AM

Also try looking in the Seafarer's Handbook. It has some very good rules for maneuvering ships as well as deck plans (depending on the flavor of ship you are looking for). To give an extremely watered down version fo the rules: all maneuverability is a function of ship length, ship speed, and crew quality measured in ranks of Profession (sailor). Basically, the faster a ship is moving, the more room it takes to turn, and the smaller the ship is, the faster it can turn. If you can't get yoru hands on this book, some house rules based on this could be of help.
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