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09:56, 29th March 2024 (GMT+0)

House Rules and RAW Interpretations.

Posted by DMFor group 0
DM
GM, 17 posts
Sat 24 Oct 2020
at 05:57
  • msg #1

House Rules and RAW Interpretations.

I've been collecting these as need to fine tune RAW rule (which can be fairly broad, and more guideline than rule in some cases) came up in other games. They have their own thread in my FE "Game" board. link to a message in another game

Of particular interest for this game are:

-Cold weather rules (You'll be heading though far north waters).
-Clothing.
-Spell component notes (someone always forgets what the Focus doesn't cover).
-Free Actions (I think I found an error. this is the correction).
-Items with no weight Because someone thought 100 of something should still be weightless, once.

Mostly I'm pointing you at outfitting related posts. There are more, of course, and some might come up, so, if you're bored and want something to do, give it all a read. Now that I've pointed out it exists, I'm going to assume you have anyhow.
DM
GM, 23 posts
Wed 28 Oct 2020
at 00:59
  • msg #2

Equipment weight.

As posted elsewhere, if no weight is listed for an item, I still charge it off as .1 lb. It cuts down on dozens of no-weight items jammed into a backpack. Yes, it has come up before.


The equipment list is a bit wonky when it comes to the weight of fluids the units given (Vial, flask, etc) are units of measure. And some of the weights are just ... wrong. Acid is not 4 times as dense and heavy as water.A 4 oz vial doesn't weight 16 ounces.

Also, oil isn't weightless. A full flask isn't the same weight as an empty flask.

So: I'll add the containers when I do your lists,  and the fees and weights for them.
This message was last edited by the GM at 20:10, Thu 24 June 2021.
DM
GM, 62 posts
Sat 7 Nov 2020
at 06:06
  • msg #3

Tool Skills

Which ability used for a given tool skill depends on what you're trying to do. I'll update as it come sup, if just to keep myself consistent.


Navigation: This is pre math period for Navigation. Basically, you watch the sun and stars and hope you can keep pointed in the right compass direction. That's an Observation effect, which is Wisdom. Mostly though, if the coast is in sight off the starboard, you're going north and will see your next port when you get there. Not a worry...unless you meant to go south.

Vehicle(Water): This one is all over the place. There is a heavy knowledge component, making Int the appropriate skill, plus working the rigging which would be Strength. This will be the Crew Roll stat for Hazard checks. And, finally, Knot Tying. The rules give this to Sleight of Hand, a Dex based proficiency, but knots are second nature to any rigging experienced sailor. So, Dex for knots based on the tools proficiency. Possibly not the skill to be used for hog tying someone (that's Sleight, per the rules) unless they are unconscious, but for most normal knot tying, it's the way to go.
This message was last edited by the GM at 07:27, Sat 07 Nov 2020.
DM
GM, 95 posts
Tue 10 Nov 2020
at 23:49
  • msg #4

Exceeding Cargo Rating.

I'm going to use the encumbrance rules on page 176 of the PHB for Strength to reflect a Ship's limit:

Edit: The below are guidelines, as Ghost of Saltmarsh give specific cargo limits. This may be a factor of available room, rather than the weights listed below. Also keep in mind that crew and crew possessions count towards that overall weight capacity, as well.

Base Cargo rating is considered Strength x5. This is what the ship can carry at full speed.

So, the Strength x10 range would be up to twice Cargo rating. SPeed is cut by 1/3rd (which is -10' for a Human).

Past Cargo rating x2 to Cargo rating x3 you are about to founder. speed is -2/3rd, any Hazard and Handling rolls are at Disadvantage.

Past Cargo Rating x3 you are shipping water and sinking. Start throwing things over the side before you take on too much water to stay afloat.

Now there are personal allowances. If the *original* deck plans include one of more footlockers, each is exempt from encumbrance tallies. Each person gets a 5 b allowance for his pack and clothing. This assumes a sailor, not platemailed fighter, but then, is IT a ship...

You folks are likely in the -1/3rd area, but not  by as much as you might think. There of you are within the 50 lbs, and two more have footlockers in the original plans. That leaves 3 of you adding a bit of weight. But the Cargo rating is .5 ton (1000 lbs) so even 100 pounds is a lot.

I'm not saying "Don't shop" but have a plan on where to put it... and  how much you consider safe to add.
This message was last edited by the GM at 19:23, Sat 12 Feb 2022.
DM
GM, 426 posts
Mon 21 Dec 2020
at 17:52
  • msg #5

Ship Combat

A nautical mile is 6000 ft, or 2000 yards. I suspect mostly because it makes for easier math, but that's as good a reason to use it as anything. We ARE taking nautical combat, after all (in fact, it's a second of latitude, I think, and a couple feet longer than the 2000 yards used as a rule of thumb).

If we were to do battles maps...Spelljammer used 500 yard hexes, but they also extended siege weapon ranges due to a lack of gravity. More realistic would be 100 year hexes. 300 ft should handle most ships.

The main issue in using battle maps is going to be siege weapons, which are on page 255 of the DMG. Most would be at extreme range at even 1 hex distant. You'd need to be adjacent to the enemy ship to avoid disadvantage. A Bosun can only help 1 weapon per round.

So, basically, maps won't work. Also, speeds in tactical movement are different than daily travel movement, and can range from 25'/round to 50'/round, even when daily movement is only a spread of about 10% or so. If I drop to tactical at the half mile range, that's still 3000'. half an hour when one ship is chasing another. and the differential is maximum (50'-25'=25')

Tailwind and head winds help. Using an 8 point compass system, if you are within 1 point either way of wind direction (against or with) we will consider it a headwind or tailwind.

A couple combats will refine this a bit. I will probably use 5 minute turns until distances are 1000' or less. That number because mangonels have an extreme range of 800', so that's when combat range is reached.

Addendum 1:
Technically Ships have their own stats, just like characters and ship actions should go off ship initiative, which WILL happen from now on...for any ship with a crew of more than 1. Any individual actions (spell casters, bowmen, etc) will still go off on individual initiatives.

This won't make a difference on a Keelboat, as it's a one man crew, two with ballista, but we'll consider that an individual. The attack bonus for siege weapons is fixed, but Dex of ship will apply, as well. Gunners will replace the given attack bonus with their own Dex+Prof. Ranged fighting style may apply as well, and the Bosun can help either.

Addendum 2:
It is worth noting that each weapon, the sails, the oar, and the control helm (assuming the presence of any of the listed components) can individually be targeted. Or you can settle for the hull. Each has it's own hits and AC. Of course, taking out the hull sinks the ship and makes the rest moot, it just has a lot more hits.

Taking out sails reduces the ship to oar speed, which is generally slower. Taking out both (or one, if both don't exist on the ship design) stops the ship dead.

Taking out the Control Helm prevents turning.

Taking out a weapon prevents that attack.
This message was last edited by the GM at 19:25, Sat 12 Feb 2022.
DM
GM, 740 posts
Fri 5 Feb 2021
at 02:33
  • msg #6

New(ish) critter: Legendary Revenant

Basically a legendary Revenant is one that doesn't die after a year. It's revenge triggers are skewed enough to be triggered by future events. Think of it as a "mummy's curse".

The other aspect is it's Lair Abilities...which is also odd for a traveling/hunting critter. Oh...and a character class.

The only Known such Legendary Revenant is Captain "Jolly" Rogers, the pirate. Don't use his name or personal flag in vain.

Lair abilities:
Rogers is a riate. Pirates need ships. When he finds one he like, he hides in hits' hold until it starts to change enough to suit him, then he kills the crew.

Lair abilities: Necromantic Ship mods from Ghosts of Saltmarsh.
Screaming Sails (His original crew still serves him)
Grasping Rounds: Ghost chains that lock on and hold his prey or the ship that prey is on.
Bones of Endless Toil: Ship's need crews.
This message was last updated by the GM at 01:55, Fri 12 Mar 2021.
DM
GM, 1629 posts
Sat 15 May 2021
at 16:10
  • msg #7

Tasha's class options

This should take you to the right thread in the setting pages.
link to a message in another game
This message had punctuation tweaked by the GM at 20:36, Sun 03 Apr 2022.
DM
GM, 1819 posts
Wed 9 Jun 2021
at 22:34
  • msg #8

Point Blank Ranged weapons

You may not use a missile weapon against anyone Adjacent to you, period. At least a 5' range is required. Wind up for thrown weapons, room to hold and aim Projectile throwers, etc.

Note: The PHB, on page 195 gives you Disadvantage if you are within 5' of a hostile creature. This is NOT a target, but just someone (or something) close enough to interfere.

Edit: There has been some discussion about this with me. The short form is: Ranged Weapons are for RANGED combat. When things go to melee, you're using a melee weapon by necessity, as the target is NOT AT RANGE.

PHB page 146,  Second paragraph of the intro for Weapons, just before Weapon Properties, states, in part:
quote:
A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.

Bold type is the PHB's, not mine.

Of course, the ranged weapon can be used as an improvised melee weapon most times (slings not so much). Or it may actually BE a melee weapon already (spears, daggers, etc).

Also, most spells don't need the extra room a bow or crossbow would. They merely have to deal with the opponent that is too close giving Disadvantage. Assuming the spell has an attack roll rather than a Save DC, of course.
This message was last edited by the GM at 04:41, Sun 12 Dec 2021.
DM
GM, 1839 posts
Thu 10 Jun 2021
at 23:33
  • msg #9

What fits in a hand

This seems like common sense to me, but it has actually come up, so I'm required to make a House Rule.

Nowhere in the PHB does it directly say what you can carrying in a hand. Yes, on occasion multiple objects may be possible, especially if small.

However, IN COMBAT, You need a weapon to be the ONLY object in your hand. If it is a weapon designated two handed, then it is all you may carrying in both hands combined. The exception is a two handed weapon with the ammo tag, in which case the single piece of ammo being loaded is also allowed. And, technically, that counts as your free action what with having to fetch it from a pouch or quiver and what not.

The PHB defines the "two handed" weapon quality as requiring two hands to use. Not "one and half hands", not "one hand and whatever room is left in the other hand".

Again, to me this is a common sense reading of RAW, but it's hardly the first time I have read something differently than another.


Also remember that in3.5, such a limit WAS specifically mentioned for bucklers. I agree that 5e isn't 3.5, but it DOES illustrate that the writers have realized this particular limit before.
This message was last edited by the GM at 19:36, Sat 12 Feb 2022.
DM
GM, 2257 posts
Wed 8 Sep 2021
at 19:24
  • msg #10

Assessing damage on the fly

I like conditionals in combat. It gives me more options for a character's action in a changing situation.

One of the more popular conditionals in this game, however, for those healers with the spell, is to use Healing Word to heal those near death.

Now...define 'near death'...

Here is my definition, mechanically: You consider someone near death when a PASSIVE Medicine roll (or Wisdom, if not trained) against a DC of their current hits, say they are.

Basically, this means you have a score of 10+Wisom modifier+(if trained) proficiency bonus.

This means (depending on your scores) they need to have 15 to 20 hits or less remaining before they look dangerously damaged to you.

The game is running at a high enough level that this wont' make fully healed folk look like they are dying. It DOES, however, mean I have to look up folks hits each round, so...I'm adding full it point value to your bio lines. Please leave them posted.
This message was last edited by the GM at 19:37, Sat 12 Feb 2022.
DM
GM, 2493 posts
Wed 8 Dec 2021
at 20:15
  • msg #11

How Combat is run.

During combat I'll make an introduction post in whatever IC thread is being used at the time, then call for actions and etc to be submitted into private threads.

Please do no post to IC after this point. Not even speech. Rounds are 6 seconds, and do not allow for a lot of real time discussion and/or planning. If you haven't made plans for situations before hand, then you waited too long.

In your private thread:
Round 1: roll initiative in the die roller and copy and paste.

All rounds:
 Order is not always important, and moves can be broken up, but I need you to post everything you're planning on doing, including conditional actions (ie: attack if no one is injured, heal if someone is, for instance)
-Movement
-Action (both attacks, if you have that ability) Including attack and damage, please don't assume a Miss. Always including damage
-Bonus Action As above
-Reaction, if any (These won't use up spell slots or resources unless actually triggered, and you may list more than one with conditionals if you like, but only the first triggered will happen) Including any rolls called for by you Reaction ability.
Reactions after the round is done is too late. We will have moved on by that point.
-a plain d20 roll for emergencies: unexpected Advantage, Disadvantage, Save throw, etc

If you have a pet or summoned critters in the combat these will also need all (well, some, at least) of the above, as well. The extra roll can probably be skipped for critters.

And Noon (pacific US time zone) I'll take what moves I've received and string them together into a round wrap up telling folks what actually happened. Then I'll post on OOC asking for the next round, giving the deadline for the round (usually about 24 hours), and hitting a high point or two I want to make sure you didn't miss. Which doesn't mean you do' need to read the IC wrap up for specifics).

Then we do it all again.

A couple points to keep in mind:
Speech is posted to private and then in the wrap up. THEN folks can react to it as they will, which means it will be at least next round before they do.
Active Skill Use, even Perception, requires your action. Otherwise the best you can do is Passive, and that's something I would have already given you, probably. Still it never hurts to ask.
This message was last edited by the GM at 19:39, Sat 12 Feb 2022.
DM
GM, 2699 posts
Tue 25 Jan 2022
at 21:13
  • msg #12

Conjured critters

OK, the  time has come:

Are Conjured critters magical weapons? Well, in the case of Conjured Animals, they are fey taking on the shape of animals. At third level. So I look at Alter Self, a second level spell (lower, so could be part of the higher effect) and the Natural Weapons option there IS considered magical.

So, yes, Conjured Animal are considered to use Magical Natural Weapons. This may not apply to other Conjure spells. I'll deal with them as they come up.
DM
GM, 2786 posts
Sat 12 Feb 2022
at 16:35
  • msg #13

Carpenters, Shipwrights, and Spellcasters

Carpenters:
Per Gos: this is a Bosun only job, and bosuns are a combination of both Carpenter and Athletics training, and a high Strength, which both use (at lest for ship repairs, Carpenter uses Strength). DC is 15, so training and a Strength of 1 makes for one success every other day at 1st level, more often as Strength and level go up. 1d6+crew quality, so it's an already Aided/Helped job. The good news: one success repairs each component.

However, on the New Markets, the Bosun is also:
Shipwrights:
Shipwrights ARE carpenters already, so this is a replacement for the above, not something that can be done in tandem. Not even if the Shipwright is other than the Bosun. Damage repairs is 5X prof bonus per day, which is much faster, but it only to the Hull, no other components. Still, at speeds this provides, waiting a day or so to do Bosun based repairs on other components might be a good choice. Or do the broader repairs first and finish the hull after, depending on damage status of the various components.

And Spellcasters:
Two main spells apply here, although if more are found, I'll add them:
Mending:
This too is is a single component repair, but it can NOT use repair materials. Major fire damage, Disintegration, multiple rams, etc, make this spell of limited use, but non critical weapon (even heavy weapon) damage or a single ram should fall within it's abilities. Ships are given stats like Critters (ie: they seem to be considered Constructs) so I'm using the repairs numbers form Tasha's for Artificer's and their mechanical pets2d6 per casting. Still, the sheer size of a ship means it's unlikely any real damage amount will fit within the 1' radius, so it's going to take moving around and multiple castings (at 10 rounds/1 minute) per casting. Also, some of the damage will be too far under the water line. Brawling through the bilge will help with most of that, as will swimming. However, please check elsewhere for Cast Spells Underwater. I believe it's a post in this thread, above.

Fabricate:
This spell gets tricky, but can do good work fast...and works when repair materials are needed, assuming they are available (even in an unrefined state). The one big limit is that the caster needs training in the tool prof being used. Generally Carpentry but Weaving will be necessary for rigging/sail repairs.

The area of effect for this spell is broader than Mending, and flexible, but it is unlikely to cover more than one component at a time, although there may be sufficient left over area for some hull repairs when doing other components. Repairs to a component other than the Hull will likely be complete, as the whole component will likely fit within the spell AoE. Hull repairs will likely be based on a rough percentage of the Hull that fits in the AoE. Eight 5x5 squares rather than one at 10x10, most likely. This can still be a lot of spells.

It's better saved for emergency Component repairs, or to supplement the Carpenters/Shipwright.

Ships' Components:
Every ship WILL have a Hull, should have a Helm, and at least one, possibly two, motive systems: Oars and or Sails. Each weapon, if any, is also considered a separate component. If the weapon is NOT wooden, it will need be repaired separately by someone with the appropriate tool training.

Materials needed:
Hull and most components will need wood. Hardwood, not soft.
Sails will need cotton/canvas
Rigging will need Rope/Hemp of silk, but hemp is a LOT cheaper and actually possible to forage.
DM
GM, 2925 posts
Sun 3 Apr 2022
at 16:29
  • msg #14

Foraging for other than food

This will be a work in progress as different things come up. For now:

Xanathar's crafting and tool rules are used as guidelines. This means about 5 gold worth of the materials being sought will be found.

Foraging for arrow materials, culinary herbs and spices, herbs to make healing potions, etc can be done. Generally Herbalism Tools, rather than survival, is the key skill, but it my vary depending.

-----
Culinary Herbs and spices: Herbalism is the skill, and the herbs desired must exist. Also keep in mind that not every flavoring is an herb, some are food. Onions for instance, are found foraging for food, garlic for herbs. Also, the herb must exist in the area to be found. DC by rarity, using the DMG foraging rules as guidelines.

Herbs for Healing Poisons also use Herbalism.

Wood suitable for Arrowing making is using Survival, with Advantage if trained in both Surviva and Woodcarving. Suitable wood bearing plants must be present, of course..25 copper worth of suitable wood makes 5 arrows. A single day can provide enough suitable wood for 100 arrows.... if that much exists in the area.
DM
GM, 2990 posts
Wed 13 Apr 2022
at 18:35
  • msg #15

Ready/Reaction vs Attack

Ok, folks, Warrior types (including monks and some warlocks) get at some point (5th or 6th level, usually) get the Ability to attack twice per Attack action.

Attacking a foe under certain conditions, such as: if one shows up. If one attacks someone in particular, etc is NOT an Attack action...usually. If it happens BEFORE your initiative, then I'll treat it as an Attack action, and you're done reading.

If you're worried about an ambush, trying to protect someone particular, etc, then it's a Ready action setting up a Reaction: Your attack. In this case you'll only get one attack, not two. It's NOT an Attack action, after all.

Mostly this will come up when {deleted until the new folks figure it out IC} warns you of an impending attack and you spring into action...with no opponents, yet. In that first round it will almost always be a Ready/Reaction unless your opponents are very fast.

I realize this is neither house rule nor interpretation, but it comes up a fair bit thanks to {still deleted pending discovery} .
DM
GM, 3250 posts
Thu 30 Jun 2022
at 20:05
  • msg #16

Object damage

The DMG has rules on damaging objects on ages 246 and 247.

Basically, using these rules on a 10x10 block of stone gives you a chunk of castle wall equivalent.

That would be 8 5x5x5 cubes, or 2 Large sections, each with AC 17 and 27 hit points.

Not bad...until you factor in the Damage Threshold  which it tells us to use, but doesn't give guidelines for.

Wooden ships have a DT of 10, so I'm going to use 20 for the stone.

That means you need to do 21 points of damage in a single blow to do even 1 point of damage. And make an attack roll if usual for your damage method.

Still it's POSSIBLE to break stone. Miners do it, eventually.
DM
GM, 3346 posts
Tue 16 Aug 2022
at 22:08
  • msg #17

Mending, now that we have ship rules.

This is less a House rule than the repeal of one.

With the Spelljammer 5e rules out, we have rules for Mending a ship. to wit: 1d8 +spellcasting ability modifier. More over, it can only be done once an hour, for some reason.

While I disagree with the time constraints, it IS RAW, now, so we shall use it.


Edit: on the plus side, weapons are considered separate targets, so in a single hour you can repair the ship proper and each weapon. Later in the book it make break the ship down into sections, as Ghost of Saltmarsh does (although I doubt it, as those sections are the motive systems, and SJ uses magic, instead of sails and oars).
This message was last edited by the GM at 22:10, Tue 16 Aug 2022.
DM
GM, 3349 posts
Wed 17 Aug 2022
at 21:24
  • msg #18

Ballista

OK, I screwed up a bit on ship combat, too. The DMG was less than clear on how many folks could man siege weapons. Apparently one per action required to get a shot off, so THREE for your ballista, allowing firing every round if fully manned.

This too, I discovered when I noticed a discrepancy in the Spelljammer rules. The "discrepancy" being that they actually give crewing numbers there.

One man can still do it, it just takes 3 rounds.
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