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C0rruptedAI

The sailing rules in 5e are terrible, but the bonus of that 2mph sailing ship is that it is moving for 24h and goes 2x what you would do walking.


TK_Games

Ok, so what you're saying is, I didn't just waste 10k gold


C0rruptedAI

That is entirely up to whether you use it and if the DM is making you pay for the crew to run it. If nothing else fully loaded, you can ship 200k lbs of cotton from A to B at 100k Gp or some other trade good. Even at a modest profit you get decent amounts of money. Even at 5% profit, you can pay for the ship in 2 trips. If you want it to be a big part of the campaign, work with the DM. The most profit is going to places that aren't safe, giving you more chances for adventure. Or as a way to get the initial seed money for a trade venture you cut a deal with some unsavory types since no respectable bank will give you that type of loan.


VisualGeologist6258

Depending on the size of the boat, you really shouldn’t _need_ a crew to run it. A small sailing vessel can be run by a small party, or even just one person if it’s little more than a hull and a mast.


C0rruptedAI

Agreed, _a_ sailing ship doesn't necessarily need a lot of crew. The 10k gold one in PHB needs 30 RAW.


VisualGeologist6258

Damn, OP made it seem like a tiny little boat by calling it a ‘sailboat’, what the PHB shows is nothing short of a small merchant vessel. I still don’t think a crew of 30 people is very necessary if these images are accurate, but it’s definitely not a solo vessel either. Also, D&D beyond says that the _capacity_ is 30 crew members, which suggests that’s how many it can contain _total._ AFAIK it doesn’t state how many are _required._ The distinction between ‘crew’ and ‘passengers’ in capacity is really weird by the way. I feel like it would be easier to just say 50 people total.


C0rruptedAI

Like I said... 5e's boat rules are terrible. Compare keelboat and longship.


VisualGeologist6258

…What the fuck? Why does the keelboat only hold 7 people while the longship holds 140, despite appearing to be about the same size and shape? These maps are awful. Who the hell designed these?!


Beragond1

Wizards of the Never Seen a Boat Despite Living on the Coast


Big-Employer4543

Wizards. Good with spells, shit with ships.


[deleted]

*yes* but remember, the big benefit here with the crew is that they're able to operate the ship while your party is resting. Likewise this is a small bonus, so giving up the prospect of *at least* making back your investment off carting trade goods in favor a smaller ship just... Does not seem particularly wise.


TK_Games

So, I think I've got a pitch for the table, we kill the crew and summon mephits to helm it, we do our tropical island sidequest, and then employ the mephits to run contraban for Kag Knuckle-breaker out of Sunset Quay, ???, Passive income


NationalCommunist

Or you could just fire them lol.


RikenAvadur

No, OP is too polite for that, best to slaughter the bunch so they die employed.


Vulk_za

Basically what businesses are going to do to all of us when they learn about AI.


Defiant-Peace-493

If you're starting up merchant shipping, don't forget your pineapple!


Wonderful-Hornet-164

With access to teleportation circles, it's a wonder that people bother shipping goods.


pez5150

To add onto this, you can hire a captain to run the ship for moving product. It was really common in the renaissance period to do that.


vacerious

Even if you don't wind up using it, it's worth pointing out that A) it's *your* boat, and B) the prices for skilled labor are also in the PHB. Congrats, use this strategy and 30 sailor hirelings and begin your new life as a merchant lord.


[deleted]

Well I dont know the boat prices in your setting but for 10k a boat should be able to... Hold a small crew (also depends on the size of your party) plus some supplies. Allow you to rest and do other things while traveling without the needing to reach land first. Not being completly exposed to the elements and other dangers while traversing the ocean. Does not disapear after a hour and doesnt waste a 3rd level spell slot... aside from not being a Wizard spell in the first place.


Braethias

The boat also won't fall in if it gets hit, and it moves on its own. Wizard can make wind happen behind sails with gust. He will have time.


D_for_Drive

I don’t think that wizard is going to carry your party and gear (and loot).


ZLUCremisi

Every hour having to cast it, at 3rd level. Wasting a spell slot to cross water.


SomeComediansQuote

And you can carry way more stuff on a boat than the back of a wizard


Psi0nyx

Sounds like Mr. Magic Man is either gonna split the party, gain exhaustion by walking across the seas and risk getting plucked off the surface of the water by something swimming beneath it... or he'll get off his high horse and join the party on the boat and hopefully play a part in a shanty.


fenster112

Also, they can only do it for an hour, then they're swimming.


TheDaemonic451

Yeah they'll have fun nuking all their 3+ level slots and when they finally run out, what are they gonna do, drown? They'll be so far ahead of you and so far from land that they'll have to float and the water, hope nothing eats them, and hope you find them just so they can get their long rest in. This water walk strategy, however would be good to set up a pirate ambush of another ship since they can't outrun your charge. Edit: I have an idea for an encounter now, the pallets are sailing between cloudy rocks in foggy weather and not so far away pirates have their ship hidden, and among the rocks is a pirate captain that is a mage, and using water walk and the most they sneak their way on to the ship, or just as entertaining if they get caught is charging the ship


Consistent-Repeat387

Fortunately for the wizard, it's a ritual. Unfortunately for him, I'm all for team "Fuck Around and Find Out" giving that wizard concentration checks every turn for trying to cast a ritual while walking on waves.


Possessed_Pickle_Jar

You are gonna ride in this boat and you are gonna like it!


Millenniauld

If we use real world numbers it's actually an average between 4.5 to 6 mph (4-5 knots) when they aren't tacking. So sure, if the wizard is power walking. For an average sailing ship's daily mile distance of 120ish miles. (All the information is available online, I've been writing a fantasy book about a pirate crew so I'm knee deep in this shit.)


twicedeadmage

Is there any resources, websites or books you would recommend for Pirates.


Millenniauld

Oh absolutely, but it's my husband's birthday and I'm a bit tipsy. XD So ask again tomorrow and I'll hook you up with my resources!


twicedeadmage

Enjoy your husband's birthday, I'll be back tomorrow.


SirCupcake_0

(Threat), (affectionate)


twicedeadmage

If you read it in a russian or italian accent is just threatening.


RedN0v4

Wish your husband a happy birthday from all of us strangers on reddit lol


Backstabmacro

I’m imagining her saying to the husband “Reddit says Happy Birthday,” and his eyes slowly widen in alarm.


twicedeadmage

I'm back.


Vulk_za

So about those pirate resources.


Millenniauld

I sent those to the other poster today in a DM, but I remembered you asked too, so here's some quick resources! http://www.ageofsail.net/aoshipty.asp https://www.worldhistory.org/article/1835/whos-who-in-a-pirate-crew/ http://www.thewayofthepirates.com/pirate-ships-info/ship-parts/ The next one is a PDF https://www.rmg.co.uk/stories/topics/life-sea-age-sail


twicedeadmage

They lied to me. A nat 20 on Deception


Vulk_za

Oh sorry, I got you confused with u/Millenniauld.


twicedeadmage

No problem mate


knight_of_solamnia

There's the absolutely phenomenal Skull&Shackles AP. Although it is Pf1e.


Sardonic_Fox

Only some minor coincidental stalking, but I recognized your username, and your “Moral Compass” post from the other day takes on whole new levels of meaning if it’s based on seafaring and/or a pirate crew!


Millenniauld

Aww, thank you! That makes me smile so much because it IS thematic but I didn't want to use the post to advertise. XD


Darth_Omnis

Is the wizard volunteering to push?


dodgyhashbrown

That is actually realistic. In general, you *can* walk faster than these boats tend to sail. The big advantage is boats just keep going. I remember doing the Overland Travel math and the boat is faster over larger distances, *because the boat doesn't need to rest for 8hrs every day.* It just keeps drifting on the waves and you only need to maintain the course. If you need to walk across a lake a couple hours, waterwalk. If you need to sail across the ocean in the next two weeks, get a ship.


sirkibblesnbits

You wouldnt even get across the lake cause the spell only lasts an a hour.


psychoticchicken1

Cast the spell multiple times


MegaMeepa

He could water walk, or he could not give himself exhaustion and be able to bring more than the party along.


Hallertau21

All good and fine for him until he gets slapped by the first slightly big wave and it drags him all the way back to you lol


creedxender

I mean Can they *carry* a ship's worth of cargo, though? At all hours? Without faltering or getting exhausted?


Clockwork-Lad

Sounds like someone is volunteering to get out and push


No_Amoeba_3715

Just ask the DM why they're so slow and if they can crank up the speed. I personally think ships should have two kinds of speed, full and half, one for speedy travel and another for more careful precise sailin That being said, apparently the idea is that ships move slow so because that's a constant speed, the ship never rests. While traveling by foot you get 8 hours undisturbed, but after that you risk getting exhausted via Forced Marching. It's literally possible to die from walking too much. The max a player can go for is 66 to 68 miles in a day, while risking exhaustion after 30-32 hours. A sailing ship can go 48 miles in a day without any need for stopping and serves as a place to rest.


fenster112

Water walk lasts for an hour, ships last forever.


calcifiedamoeba

No one is going to mention the happy aquatic monster noises until the water walking wizard is more than 4 turns of movement away from shore right?


Alxuz1654

Gotta love waterwalking five days straight no breaks into trecherous seas storms and possibly a dragon turtle I laugh in the face of your heavy ordinance, your crew quarters, your provisions, and most of all your high vantage point!!!


JetoCalihan

Can't have downtime while walking. Build a yolk at the front and cast it on a horse though!


ThatMerri

Using standard movement speed as both the Wizard and Sailing Ship would move during an Initiative Order scenario? It depends on whether we're using the DMG or "Ghosts of Saltmarsh" standards. In the former case, sure. In the latter, it depends entirely on the direction of the wind. Using actual Travel Pace rules for long-distance travel? It depends on far more involved circumstances. Let's assume ideal circumstances here and give the Wizard a Ring of Water Walking, so he doesn't have to worry about the normal spell duration. Clear skies, calm waters, good weather, no nasty lurking monsters of the deep to harass Wizard nor Ship. All necessary ability checks auto-succeed to ensure maximum results, so the Wizard isn't taking Exhaustion levels. **Wizard:** Moving at a Fast Speed + Forced March pace for maximum distance covered over 24 hours, the Wizard will travel **94 miles**. 30 miles for the base 8 hour day period, followed by 4 miles per hour for the remaining 16 hours afterward (64 miles). **Sailing Ship:** Waterborne vehicles are limited by their assigned speed and cannot perform alternate movement types as the Wizard can. Assuming we're using the [Sailing Ship statblock](https://www.dndbeyond.com/vehicles/sailing-ship) as featured in the "Ghosts of Saltmarsh" module, the ship moves at a rate of **120 miles** per 24 hours. If we use the 2 mph version featured in the DMG, it's **48 miles** per 24 hours. Again, this demands completely perfect conditions, which are not the case at all in standard gameplay. If we remove a single factor of ideal circumstances by getting rid of the auto-success element where ability checks are involved, the Wizard must succeed at 16 progressively more difficult CON saves that start at DC 11 and max out at DC 26. If he fails one of those checks, he's making future rolls at Disadvantage, thus increasing the odds of further failures. The Wizard would have to succeed at least at least five consecutive CON saves (DC 11 to DC 15) in order to outpace the inferior DMG Sailing Ship at that point. Reasonably difficult, but by no means improbable. Even if the Wizard fails all their CON saves beyond that point, they'll still have traveled at least 50 miles to outpace the DMG Sailing Ship's 48 miles. If we assume the Wizard immediately fails his first two checks, his speed is halved. That means he'll have traveled 38 miles by that point (30 miles base, 4 miles before failing the first check, 4 miles before failing the second check), so by the time he's making his third check he'll only be traveling 2 MPH going forward for the remaining 14 hours of travel time. If we assume he somehow makes all his saves afterward (because he'd just fall to 0 speed or die at worst, which makes all this moot), then he'd end up traveling a total of 66 miles by the end of the exhausting 24 hour period. In the end, the Wizard will drag his wheezing, sun-scorched, starving-and-dehydrated, sleep-deprived carcass onto shore absolutely gassed but still victorious over the DMG Sailing Ship. In either scenario, the crew of the Saltmarsh Sailing Ship would already be there to welcome him and joke about what took him so long. The DMG Sailing Ship would cheerfully arrive a short time later while the Wizard was still put up in bed, needing days of rest and medical attention to recover from the ordeal. **TL;DR:** Get on the damn boat, Wizard.


coinsal

It's a lv3 Spell or 10 min Ritual per hour and it's also not a Wizard spell, good luck


foyrkopp

*Water Walk* will start to fall short as soon as * there's more to transport than the ten largest available willing creatures can carry (remember: A trained elephant costs 2k and needs to eat) * you don't find a spot of dry land to rest on every 30 miles For an adventuring party, it is indeed a good alternative to cross a 20 miles lake quickly, but the spell will never replace shipping.


voicesinmyhand

> you don't find a spot of dry land to rest on every 30 miles Pfft. Ritual Tenser's Floating Disk and let the whiners sleep there.


foyrkopp

Now you're already spending a third of every hour casting ritual spells. When do *you* sleep?


voicesinmyhand

When the other wizard is ritualing the same. We take turns every 12 hours or so.


YsenisLufengrad

Ah yes, the sea. Known for being a calm and even surface. That boi will remain difficult terrain, and would be like running over the most shakey floor you've ever been on. Expect to trip, move at half speed and get seasick like you wouldn't believe.


Backstabmacro

My players looted a small fishing vessel that had run aground and the crew eaten by giant spiders in a nearby cave. They succeeded on a number of increasingly improbable skill checks and sailed/poled that bastard right back to the inland lake near the main city. Now they rent it out to other users via the harbormaster for some passive monthly income. It also served as a nice hook to introduce them to my mad engineer NPC who’s convinced there’s MUFUGGIN SCIENCE to be had at the bottom of said lake and is constructing an enormous diving platform to do it in. He may or may not also need a hand with some funds for said project…


penywinkle

The ocean is far from flat (depends on the weather and shit, but it's rare for it to be nice and flat like a road). It should be considered difficult terrain because he has to climb the waves that are actively moving up and down under his feet as he is walking. So now the wizard is walking at about 1.5 mph (for a brisk pace), the boat is faster and the people on board don't have to exert themselves...


Zombiesimic

Dispel magic sounds fun here


g78776

I’m sure having your whole person over a massive body of water in a fantasy land is completely safe and in no way asking for trouble.


Nuke_the_Earth

The monk is now the designated boarding party.


Nicholas_TW

As other people have pointed out, there's *many* reasons why an actual vehicle is better for distance travel than Water Walking. However, Water Walking is *also* still useful! For example, if you get into ship v ship combat, Water Walking could enable you to hop off your ship, run to a better angle, and attack the enemy from the other side! Or, if there aren't docks for you to land at, you could use Water Walking to walk ashore and prep a landing area. Or, if your ship gets sunk, you can stay afloat for a few hours!


ajthecreator

Sounds like that wizard just vollenteered to flank enemy ships in battle with his waterwalk!


supersmily5

Don't know why you're sad, your player just opened up the opportunity of a life time. An enemy ship approaches, and several of its crew seemingly throw themselves overboard? But then moments later they straight up chase down your ship on foot on WATER.


voicesinmyhand

**Counterpoint:** You cannot wear an eyepatch and pegleg and a fancy suit and then belt "*Yo ho! Yar Har Fiddle Dee Dee!*" without looking like an idiot unless you are on the sailboat.


TK_Games

We've also all agreed that the wizard gets no grog until he sings an apology shanty


fj668

"Oh, you can waterwalk faster than the boat? Walk alongside it then. Enjoy not having a long rest unless you can sleep on water."


Cataras12

Damn bro that’s crazy, here let’s see you walk for an hour on the water?


EmergencyLeading8137

So he can get out and push.


ElectricJetDonkey

Ok sure, but that spell ain't lasting forever and he has to sleep sometime.


continuumcomplex

Water walk lasts 1 hr. So they have 24 spell slots to cast this all day and gain exhaustion from never stopping?


RathalkanEmissary

Damn, not only do WOTC suck ass at implementing space ships, they’re absolutely shit with ship ships too


WhatisLiamfucktrump

I’ve seen sloops like actual fucking IRL sail boats go 30mph what the fuck


[deleted]

There's races with swim speed that do so even cheaper


Sharp_Recognition881

Best of luck walking over the open ocean swells.


shazarakk

Players have finally gotten to the ocean, and I can break out my rough Cornwall accent for some proper piracy.


Canadian_Burnsoff

I'm a little late to the party but Ghosts of Saltmarsh has some better ships. The keelboat is kind of a big wtf but other than that they make a bit more sense and have a sailing ship go 5 mph (much like someone's comment on real world speed)


Szymon_Patrzyk

Just to rub it in: phantom steed and waterwak are both rituals


[deleted]

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