The 3e DMG is where I got the damage. The 2e numbers are for hull damage, the 3e numbers are for actual HP. IIRC, 3e had light catapults doing 3d6, heavies 5d6, and ballista doing 4d6. I could be off slightly, but I remember the HP damage was stupid-low.Big Mac wrote:Where are you getting your catapult from? Is it from WotC or from another conversion?
That might be a bit high, but it is what Hackmaster had for artillery damage. I certainly recommend upping the damage on ship weapons; they're stupid-low.Why can't we either have:
A catapult that does damage that is more like (2d4) x 10? (20d4 would do the job, although that is a lot of caltrops) or
The downside to this is it requires a radical redesign of every SJ ship. Also changes the feel, requiring many more men than previously. Age of Sail ship usually carried a couple of hundred men. Nevermind the bucket-of-dice you'd need to roll for attacks...at that point, you're better off doing what the Heroes of Battle (IIRC) book did, just make combat narrative and let PCs handle commanders and such.Keep the 3e damage lower than the 2e damage (and maybe even cut it more), but allow more big weapons per ship to get the "broadside" attack feel you see in Age of Sail films and TV shows.
The simple fact that it takes X-number of seconds/minutes to reload a catapult 1-minute rounds were silly long for personal combat, but fairly accurate for siege weapons. Might do some research to see how long it takes to reload catapults & cannons (and by catapults, I'd go with the smaller ones, not the huge treboche ). I have a feeling 2-5 minutes is a bit long on reload time; it may be closer to 30 seconds or so for a good canon, 1 minute for a catapult.If people can run faster and fire a crossbow faster, what is the justification for it taking longer to load a siege weapon? It seems like this one element of SJ combat is being unfairly slowed down.
Heh, I'll help where I can.Your input is highly useful. Even if we don't go with all the HackJammer ideas (or even if we go with one, realise it is a dead end for us, and then abandon it) it is still really useful to be able to build on the R&D that you put into that system.
Some ideas to consider:
Start with just the ships from SJ boxed ships. Some products, particularly Lost Ships & WCC, added some bizarre ships that have a completely different feel (clipper) &/or broke the rules (viper).
Come up with what role you think each ship should fulfill. Some examples below.
Tradesman: Scale it down to 60' (& redo the interior, putting in-line with coasters. A full-sized tradesman would be like a galleon.
Dragonfly: Scaled down to 50', it becomes "a good ship's boat". The 100' version would be more a cog.
Hammership: I don't think one scales well, so I'd leave the size alone, but make it the dreadnaught of wildspace.
Squidship: Another ship that doesn't scale well, but its a bit "overtonned" for its interior. It makes a good war galley/frigate.
Nautiloid: leave the size alone, just make it a dreadnaught
Anyways, just a couple of ideas.