EPIC Ship Battle | Critical Role Highlights | C2E47 Matt Mercer goes the extra distance preparing for this over the seas ship chase. Taken from Critical Role, Campaign 2, Episode 47 #CriticalRole #DnD #D&DBeyond
I’m running gohsts of saltmarsh and they’re about to get into some ship combats. I think the rules in the book are pretty weak. Any advice on how you spiced it up? Any problems that you ran into?
Does anyone know if the ship rules used by Matt are in the wildmount guild? Currently running a campaign and pc’s are going to be engaging in oceanic battles soon and I would love to implement these rules or does anyone know any similar good modules for ship battles
I might be late, but did you found what you were looking for? I'm going to run a one-shot adventure as the introduction to the next campaign. And this one-shot involves travelling on the ocean. Players might engage in the ship combat so it would be helpful for me too.
Not to be a killjoy cause this was awesome but if like me anyone watched this and was a bit disenchanted with the idea of ship combat cause a player could spam control water tidal wave till it works. The spell specifies this works if the ship is huge or smaller and if you look at the stats of basically every ship that has cannons is gargantuan. You don't think about how massive a ship is cause alot of it is underwater but it'll reasonably take more than a large wave to completely capsize it. Not to say the spell is useless. You can fend off multiple smaller ships that hold boarding parties or flip an escape boat that's trying to retreat to another ship and again the player are having fun and of course that is the most important thing but even Matt looked super disheartened after having the whole ship combat circumvented with a single spell
@@josebocanegra8720 it's definitely all homebrew yea. Even though the setting book isnt a module per se, I assumed that @Bddy 25 was asking because they wanted to DM similar adventures