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Siroh wrote:I came up with some extra options and want help on a quality as well. The rules deal very well with land based activities, but there is a lot happening on water as well in the books.
These are Extended Specialties
Sailing
Athletics Specialty: Education (Knowledge)
Characters can use bonus dice from Education to aid in their actions aboard ship, whether steering, taking in or letting out sails, weighing anchor etc. Climbing the rigging and keeping balance on the rolling deck are Athletics (Climb) and Agility (Balance) as normal.
Water Navigation
Survival Specialty: Education (Knowledge)
This combination is for navigating by the stars and placement of the sun while away from common landmarks on land.
This is the new Quality and I don't know if it's balanced or not. It might be too weak.
Sea Legs Ability
No Requirement
Add +1D when testing for balance onboard a ship, including when figuring Routine Success. Also, the character is immune to Sea Sickness.
Also, speaking of sea sickness and nausea, any ideas on how to treat that environmental concern?


Allavandrel wrote:- Qualities (benefits) have the disadvantage that they are not a requirement (ref. maesters without the 'maester' benefit). Also, tertiary characters don't have qualities, meaning they will be poor pilots, captains etc.






Irontruth wrote:I'm not disputing anything your pointing out. I've spent 7 years in the US Navy and am going to work on my level 3 ASA cert this summer (I intend to work on celestial navigation next summer).

Aran MacFiona wrote:Ten years in the French navy for me. But I've been sailing since I was a few monthes old. My father had a passion for the sea and sailing and made sure to transmit it to his kids.![]()

Irontruth wrote:There are numerous qualities that grant additional "actions", such as Trade, Artist, Gifted Teacher, Master of Ravens, etc. You can't perform the action listed in the quality without having the quality. I see no reason why certain sea going actions can't be the same thing. The majority of actions on a ship though can easily fall under other abilities. Managing the ships finances/stores isn't much different from managing a castles finances/stores. Climbing rigging is still climbing. Balancing on a ship, while difficult, is still balancing. Navigating at sea is different from orientation, but similar (I'd make that one a quality).
Irontruth wrote:Remember also, that if teritiary characters are completely forbidden from having benefits, that there would be no craftsmen or merchants in the world (since the Trade quality is required to have a job in the rules).
Irontruth wrote:The thing is, that one Sailing ability would have to be broad enough to cover all aspects of sailing and a sailor with Sailing 5 would essentially be able to do every job on a ship flawlessly, which seems less realistic to me.


Allavandrel wrote:A sailor with Sailing 5 will be a very experienced sailor who most likely has worked on all aspects on a ship (see Rank 5, page 52). With a few specialities and the use of extended specialities, this seems to be in line with the existing rules.

Irontruth wrote: As for other benefits, like Master of Ravens, if the benefit isn't required, why would you ever take it? It doesn't give you a bonus to any roll, the difficulty as listed is pretty easy. Under this thinking it's a superfluous quality.
Ironthuth wrote:If you make a Sailing skill though, by the rules all of a sudden every person in Westeros has Sailing 2.

Actually, older people can be sailors, read page 88 on Drawbacks, you can voluntarily take more to gain destiny points.

Allavandrel wrote:Ironthuth wrote:If you make a Sailing skill though, by the rules all of a sudden every person in Westeros has Sailing 2.
I agree that making Sailing an ability is not without considerations! I don't know whether it is a problem that every person has Sailing 2. It just indicates that they are able to accomplish basic tasks like rowing a row boat in calm waters, tie a simple knot etc. In my opinion it is not so different from Healing 2, Animal Handling 2 or Marksmanship 2. My primary concern is that it can be exploited to gain additional experience points in character generation.

Davechan wrote:It comes down to what you want out of the sailing rules as well. If the point is that all of the players are competent sailors, then they are all competent sailors.

Le Faiseur wrote:I mean : I canoed once and was able to do it properly but not quite effectively. I needed time each time I wanted to turn, when I turned upside-down, I was unable to put my canoe right again and needed to get out, swim, grab it and turn it. And it was in a gentle river. I would have drown in a rapid.
On a ship, as I do not sail very often, I am sure I do not have "my normal 3 in Agility", even on calm sea...

Allavandrel wrote:I'm definitely not sure whether I'm right in interpreting benefits this way, but following my line of reasoning Master of Ravens isn't required to dispatch ravens, but the difficulty is significantly higher, if a character doesn't have the benefit. For instance, the base difficulty can be Hard (15) modified by weather, distance etc., indicating that a character with Animal Handling 2 will not have a chance to accomplish the task, whereas a character with Animal Handling 5 has a fair chance of success, even without the Master of Ravens benefit, although she will be a lot better if she has the benefit.


Sea Legs
Add +1B when testing any physical action aboard a ship, combat excluded. Ships are never treacherous terrain for you in normal conditions. Also, the character is immune to Sea Sickness

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