Tuesday, August 25, 2015

DnD 4e Spelljammer - SlaveShip (1.08 Ship Repair House Rule)

The Slave Ship, the Drudge, will be subjected to many battles, therefore I needed some way to repair it, after and during battles. Searching around I couldn't really find anything, so I decided to make up some house rules.

When I opened it up for discussion with my group they all immediately said, "Thievery". So I proceeded to make up rules for it. However, as I read the Thievery and Disable Trap description it became apparent that it didn't make sense to use it. 

So I went through all of the skills, and none really went towards full-scale repair, skipping the Heal skill as well as a few others. So I went through again, but this time read through Heal. It stated, "You know how to help someone recover from wounds or debilitating conditions, including disease." The rules in the Adventurer's Vault almost treat vehicles as living objects. They can be damaged, immobilized, slowed, and restrained.
So I figured how about using First Aid on them, but after reading through that it didn't quite fit either.

So House Rule Time:
Ship Repairs
Standard Action
Primary Skill: Heal (Wisdom)
Assist Skills:
PC's assisting in Ship Repairs must be within 3 squares of the Primary PC, but do not have to have a line of sight. However, they must be able to converse.
  • Acrobatics (Dexterity) - You are able to get to the hard to reach places that need repair.
  • Athletics (Strength) - You use brute strength to move the debris out of the way and to the repair pieces into place. 
  • Insight (Wisdom) - You get an idea of what damage is more serious, and how it might affect the other parts of the ship.
  • Perception (Wisdom) - You quickly assess the damage and point the repair crew into the right direction.
  • Thievery (Dexterity) - You know how to do the detailed repair work.
DC: Base DC 15 (up to 4 people can assist to give a maximum +8 bonus)
  • Success: 1 hp repaired + 1 additional per point over the DC (a maximum of 20 hit points can be repaired per round)
  • Fail by 5 or more: Ship gains ongoing damage 1 until the ship has a successful Ship Repair roll.
  • Fail by 10 or more: Ship loses 2 Hit Points, gains ongoing damage 1 until the ship has a successful Ship Repair roll, and slows by 2 spaces until the ship has a successful Ship Repair roll.

Note: PC's assisting can Fail during their assist skill check inflicting the appropriate repercussions onto the ship.

Unspecified damage inflicted on the ship can be repaired from anywhere. However, if the damage is specific (a specific mast, rudder, etc), the Primary PC must be adjacent to the damaged part.

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