Boating
(1, WIS-1)
(Req: Boat)


1 slots
-
-
-
WIS-1
-
-
Movement in Waterborne Vehicles
-
-
Proficiencies
-
-
-
WSG

OA (Small water craft: 1, 13): The character has learned how to handle small water craft--those that ply rivers and lakes and remain close to shore when on seas.
These include canoes, rafts, hide boats, rowboats, and the like.
In +addition+, the character can build a reliable raft from local materials (should he ever be stranded on a river island, for example).
He cannot handle such craft on the open waters of the ocean, however.

DSG: A character with boating proficiency is needed to
guide a boat down a rapid stream and to reduce the dangers of
capsizing a canoe or kayak. In addition, a character with boating
proficiency can insure that a boat is propelled at its max.
SPEED. The details on the exact uses of this proficiency are
included in the section on Underground Waterways (page 43).

DSG, Using Watercraft:

The various boats that can be used to carry a group of PCs
have fairly obvious merits and disadvantages. While the kayak is
certainly the most nimble craft and is capable of handling the
roughest water, all characters must have proficiency in the use of
small boats for a kayak expedition to succeed.

Larger craft have the advantage of greater cargo capacity, and
keep the PCs together in one boat, but have much more limited
utility in rough || narrow waters. Collapsible boats allow for flexi-
’ ble planning since they can be carried overland for stretches, but
they are bulky and difficult to carry for long distances, and are not
as sturdy as other vessels.

If a waterborne expedition is planned, scouting becomes even
more important than usual. The nature of the waterway must be
ascertained as far ahead as possible to prevent disastrous surprises.
In addition, remember that if a current is relied upon to
move a party in one direction, some other means of return must
be arranged.

WSG: If a character with this proficiency is piloting a boat,
canoe, or other waterborne vessel, it can be moved at its fastest
possible rate. Also, the presence of such a character reduces the
chance of the craft capsizing in rough water or when it is on a
body of water during high winds. For details on how the boating
proficiency applies, see the text on "Movement in Waterborne Vehicles" in the section on Encumbrance and Movement.
 
 

MOVEMENT IN WATERBORNE VEHICLES


Capsizing and Damage to Craft The Boating Proficiency - Portaging Use of a Capsized Vessel
- - - - Boating

    Small-scale and large-scale movement of waterborne vehicles
is treated in detail in the DMG (pages 53, 54, and 58) and the DSG (pages 43-48).
The information here has been derived from those sources, and in some
cases has been expanded or modified to take into consideration
special aspects of the wilderness environment.

How to USE the Waterborne Vehicle Characteristics Table:

Length and width are given as ranges of numbers, expressed
in feet.

Capacity reprezents the # of adult human-sized characters <size M>
the craft can comfortably (or customarily does) carry, + an
amount of ENC value, expressed in #, that
can be cargo || (if space permits) extra passengers. The second
figure is for a vessel of avg. dimensions, and can be adjusted
slightly up || down for larger || smaller craft. These figures assume
that cargo && passengers are distributed evenly in or on
the vessel; obviously, a rowboat that is loaded too heavily on one
side or the other will capsize fairly easily, even if it is not carrying
its limit.

Large MOVE is composed of four numbers, reprezenting large-scale
movement: the # of miles per half-day, or eight <> <>
hours, that the craft can travel under (in this order) normal sail,
max. sail, normal oar (or paddle), and max. oar. The figures
for max. oar are relatively low because this accelerated
movement can only be maintained for short periods of time (see
below), and thus the gain in mileage over an xtended period of
time is relatively small.

Small MOVE also contains four entries, reprezenting the # <>
of ' per round that the craft can be propelled in a small-scale
movement situation (combat, tight maneuvering, etc.) <>
under normal sail, max. sail, normal oar, and max. oar.

Enc. Value is a range, in #, of possible ENC
values for the vehicle in question. A vessel that is relatively short
and narrow compared to others of its type will have a smaller ENC
value than one whose dimensions reach || approach
the max.. The figure is mainly used for determining whether
a character || characters can portage a canoe, rowboat, etc.,
over short distances from one body of water to another.

Startup consists of two #s showing how long, in rounds, <>
it takes to get the craft moving from a standstill to normal SPEED
(the first #) || or max. SPEED (the second #). <> <>

Hull Value gives the range within which the the hill value of the
craft will fall. The DM may either assign a value
based on what he knows about the construction of the craft, or he
may randomly generate a number within the appro. range.
This hull value # is used to determine how much damage a <>
vessel can take before it is unable to stay above the water, as described
in the DMG.

Draught is the # of ' of water the vessel needs in order
to be able to operate. If a craft is operated in water that is the
same depth as its draught figure, there may be a chance (at the
DM's discretion) for it to suffer hull damage, particularly
if the vehicle is one of the less sturdy types -- a kayak or a
coracle, for instance.

    The preceding table, and the text that follows, do not take into
consideration the heavier types of waterborne craft, since these
rules are limited only to vessels that are normally found on inland
waterways (primarily lakes && rivers). Galleys, merchant ships,
and warships are seagoing vessels, and as such are not included
in the scope of these rules.

<UA, working title : Boat Miniatures>
Table 25: WATERBORNE VEHICLE CHARACTERISTICS

                                                                                       Large Move                   Small Move
Vehicle Length Width Capacity Sail.
normal
Sail.
max
Oar.
normal
Oar.
max
Sail.
normal
Sail.
max
Oar.
normal
Oar.
max
Enc. Value
(10#)
Startup <HP.M> Draught
Kayak 7 + 
d5
1 +
d2
1 & 
100
18 24 12 14 160 200 120 180 5 + 
d3
d2 d2 1/4'
Small canoe 9 + 
d6
1 +
d2
2 & 
250
20 30 10 12 160 200 120 180 6 + 
d3
d2 d2 1/4'
Small rowboat 7 + 
d5
d3 +
1
2 & 
200
16 24 12 14 120 180 90 120 6 +
d4
d3 d3 1/2'
Coracle 9 + 
d6
d3 +
2
2 & 
200
12 18 6 8 45 60 30 45 8 +
d4
d3 d2 1/2'
Large canoe 14 + d6 d3 +
1
2 & 
400
20 30 10 12 120 180 90 120 9 +
d3
d3 d2 +
2
1/3'
Large rowboat 14 + d6 2 +
d2
4 & 
400
16 24 8 10 45 90 45 60 12 +
d4
d4 +
1
d3 +
1
3/4'
Small barge 14 + d6 7 + 
d5
4 & 
600
16 24 8 9 45 60 30 45 3 +
d3
d5 +
1
d6 3/4'
Large barge 21 + 4d6 12 +
8
6 & 
750
18 6 4 5 30 60 20 30 100+ d5 +
5
2d4 1

BOAT
COST:
LENGTH:
WIDTH:
CAPACITY:
LARGE MOVE, SAIL. NORMAL:
LARGE MOVE, SAIL. MAX:
LARGE MOVE, OAR. NORMAL:
LARGE MOVE, OAR. MAX:
SMALL MOVE, SAIL. NORMAL:
SMALL MOVE, SAIL. MAX:
SMALL MOVE, OAR. NORMAL:
SMALL MOVE, OAR. MAX:
ENC. VALUE (10#):
STARTUP:
HP.M:
DRAUGHT:
CAPSIZE, MILD:
CAPSIZE, MODERATE:
CAPSIZE, DANGEROUS:
CAPSIZE, SEVERE:

<math: i am not sure if my linears, bell curves, etc. change anything>
    <if so, correct this table>
    <linears were used for the rivers, as that's the way the wind blows>

<the d numbers are my own addition>
<actually, larger sizes (for example, the small canoe comes in two sizes) should have larger weights>

<it might not be a bad idea to rename the size categories>
<for example, Tiny Canoe = 5, Small Canoe = 10, Medium Canoe = 15, Large Canoe = 20>

<UA : as usual, these round to the nearest 5>
<these should be the official boat sizes!>
    Kayak = 2l x 1w
    Small canoe = 2l x 1w OR 3l x 1w [determined randomly, as above]
    etc.

<HP.M = Mega Hit Points>
    <used to be Hull Value>
    <link to DMG explanations>

<Capacity, changed from + to &, to dispel confusion>
    <UA. Capacity would be 5' passenger squares>
        <All vehicle minis have a certain amount of passenger squares>
            <Since this is fully 6D, assume that they all have a height of 1'>
                <Keep it simple (1 level), at first, and then if you want to make an Apocalypse-Now style large-barge, go mango>

CANOE, LARGE
<large canoe, or, small canoe?>

by Ted Nasmith

COST:
LENGTH:
WIDTH:
CAPACITY:
LARGE MOVE, SAIL. NORMAL:
LARGE MOVE, SAIL. MAX:
LARGE MOVE, OAR. NORMAL:
LARGE MOVE, OAR. MAX:
SMALL MOVE, SAIL. NORMAL:
SMALL MOVE, SAIL. MAX:
SMALL MOVE, OAR. NORMAL:
SMALL MOVE, OAR. MAX:
ENC. VALUE (10#):
STARTUP:
HP.M:
DRAUGHT:
CAPSIZE, MILD:
CAPSIZE, MODERATE:
CAPSIZE, DANGEROUS:
CAPSIZE, SEVERE:

CANOE, SMALL

COST:
LENGTH:
WIDTH:
CAPACITY:
LARGE MOVE, SAIL. NORMAL:
LARGE MOVE, SAIL. MAX:
LARGE MOVE, OAR. NORMAL:
LARGE MOVE, OAR. MAX:
SMALL MOVE, SAIL. NORMAL:
SMALL MOVE, SAIL. MAX:
SMALL MOVE, OAR. NORMAL:
SMALL MOVE, OAR. MAX:
ENC. VALUE (10#):
STARTUP:
HP.M:
DRAUGHT:
CAPSIZE, MILD:
CAPSIZE, MODERATE:
CAPSIZE, DANGEROUS:
CAPSIZE, SEVERE:
 

KAYAK
COST:
LENGTH:
WIDTH:
CAPACITY:
LARGE MOVE, SAIL. NORMAL:
LARGE MOVE, SAIL. MAX:
LARGE MOVE, OAR. NORMAL:
LARGE MOVE, OAR. MAX:
SMALL MOVE, SAIL. NORMAL:
SMALL MOVE, SAIL. MAX:
SMALL MOVE, OAR. NORMAL:
SMALL MOVE, OAR. MAX:
ENC. VALUE (10#):
STARTUP:
HP.M:
DRAUGHT:
CAPSIZE, MILD:
CAPSIZE, MODERATE:
CAPSIZE, DANGEROUS:
CAPSIZE, SEVERE:

ROWBOAT, SMALL

COST: -
LENGTH: 7 + d5
WIDTH: d3 + 1
CAPACITY: 2 & 200
LARGE MOVE, SAIL. NORMAL: 16
LARGE MOVE, SAIL. MAX: 24
LARGE MOVE, OAR. NORMAL: 12
LARGE MOVE, OAR. MAX: 14
SMALL MOVE, SAIL. NORMAL: 120
SMALL MOVE, SAIL. MAX: 180
SMALL MOVE, OAR. NORMAL: 90
SMALL MOVE, OAR. MAX: 120
ENC. VALUE (10#): 6 + d4
STARTUP: d3
HP.M: d3
DRAUGHT: 1/2'
CAPSIZE, MILD: 20
CAPSIZE, MODERATE: 35
CAPSIZE, DANGEROUS: 50
CAPSIZE, SEVERE: 75

TEMPLATE
COST:
LENGTH:
WIDTH:
CAPACITY:
LARGE MOVE, SAIL. NORMAL:
LARGE MOVE, SAIL. MAX:
LARGE MOVE, OAR. NORMAL:
LARGE MOVE, OAR. MAX:
SMALL MOVE, SAIL. NORMAL:
SMALL MOVE, SAIL. MAX:
SMALL MOVE, OAR. NORMAL:
SMALL MOVE, OAR. MAX:
ENC. VALUE (10#):
STARTUP:
HP.M:
DRAUGHT:
CAPSIZE, MILD:
CAPSIZE, MODERATE:
CAPSIZE, DANGEROUS:
CAPSIZE, SEVERE:

Modifications to Movement

The movement figures given on the table above are only base
numbers, and are greatly subject to change depending on the
characteristics of the body of water being traversed, the direction
and strength of the wind, and the number and physical condition
of the characters providing the propulsion. In addition, all of the
given movement rates and the modifiers in this section of text assume
the presence on board of at least one character with proficiency
in boating. If such a character is not present, see the text on the next
page for additoinal factors that apply.

If the water is moving, a vessel will drift with the current at that
speed. If the craft is being sailed or rowed at the same time that it is
moving downstream, the movement rate for normal sail or normal
oar should be added to the speed of the current to determine
the vessel's actual movement rate. Of course, the converse
applies if the craft is being moved against the current -- the speed
of the water is deducted from the given movement rate, and it
may be necessary to move the craft at max. sail or max.
oar to make any headway against the current.

The movement rates for normal sail assume that the craft is being
moved in the direction of the wind, and that the wind is blowing
between 20 and 30 miles per hour. Subtract 1" (one mile per
half-day or 10 feet per round) for each 10 miles per hour of wind
speed less than 20, and add 2" for 10 miles per hour greater
than 30. For the possible adverse effects of very strong winds
upon waterborne vessels, see the text below on capsized vessels.
A vessel cannot be successfully sailed if the wind is less
than 5 miles per hour.

The rate for max. sail applies if a vessel is moving at right
angles to the wind, with modifiers as above for wind speeds of
less than 20 or greater than 30 miles per hour.

A vessel being sailed into the wind has its normal sail rate reduced
by 3" for each 10 miles per hour of wind speed, to a minimum
of 1" (1 mile per eight hours or 10 feet per round) in any
case.

Traveling at the maximum oar rate is considered extremely
strenuous activity for any character engaged in propelling the
craft: such a character must rest (or simply row at the normal rate)
for one turn after two turns such effort, or he runs the risk of becoming
fatigued and subsequently exhausted. An oarsman or
paddler who becomes fatigued can only propel his craft at half
normal speed until his condition is alleviated. If he is forced to
continue rowing at normal speed (for instance, if other rowers are
not fatigued and insist on keeping up a normal pace), he will automatically
become exhausted after one turn of such activity.

It is possible for a craft to be rowed or paddled by fewer than
the number of characters listed under the vessel's capacity figure,
but if the number of oarsmen is less than the given number,
the vessel can only be moved at a proportionate fraction of its
movement rate. For instance, if three people row a large rowboat,
the vessel can only travel 6 miles in eight hours at the normal oar
rate, or 45 feet per round in short-range movement under the
maximum oar rate.

Capsizing and Damage to Craft

To some degree, waterborne vehicles and their passengers
are at the mercy of the elements. Most vessels have a chance of
capsizing (turning over, and perhaps sinking) if the wind is strong
or the water is rough, and violent weather can cause damage to
masts and sails if the vessel is rigged for sailing.

Table 26: CHANCE OF CAPSIZING
 
 

                                  Wind/Water Conditions
- Mild Moderate Dangerous Severe
Kayak 25 40 60 80
Canoe.small 20 35 50 75
Rowboat.small 5 15 30 50
Coracle 10 20 30 50
Canoe.large 10 20 30 40
Rowboat.large 0 10 25 40
Barge.small 0 5 10 20
Barge.large 0 0 5 10

The chance of capsizing is checked whenever a character enters
or leaves a boat, when someone moves abruptly from one
spot to another in or on the craft, and at any other time when the
Dungeon Master deems such a check appropriate. The rates
given on the table are for vessels with no sails, or those on which
the sails are furled (rolled up and tied to the mast). If the vessel is
being operated under sail, the chance of capsizing is 20%
greater in all cases where the base chance is greater than 0%.

Mild conditions prevail when the wind velocity is light (1 5 miles
per hour or less) and the surface of the water is calm or moving
only slightly (current of 3" or less).

Moderate conditions exist when the wind is blowing at 16 to 30
miles per hour or the water is running fairly fast (current faster
than 3", up to 6").

Dangerous conditions occur when the wind is blowing at 31 to
50 miles per hour or the water is running very fast (current faster
than 6", up to 9").

Severe conditions exist when the wind is blowing at more than
50 miles per hour or the current is 9" or greater.

As with the movement figures given above, all of these figures
assume the presence on board of at least one character with proficiency
in boating/sailing.

Strong winds can damage sails, rigging, or the mast on a vessel
so equipped (assuming, of course, that the mast is raised and
has not been taken down). Damage can occur whenever the wind
velocity is 40 miles per hour or greater, on a percentage chance
equal to the velocity of the wind. This chance is modified downward
by 30% if the mast is raised but the sail is furled (not in use).
If the mast is not securely rigged, or if it is made of relatively weak
material, the Dungeon Master should adjust the chance of damage
upward to account for these deficiencies. This check should
be made once per hour or as often as the Dungeon Master deems
appropriate; again, checks could conceivably be made more frequently
if the mast is poorly rigged or made of substandard material.

The Boating Proficiency


 

More specifically, this section of text deals primarily with the effects
of not having a character with boating proficiency aboard. In
a vessel containing no proficient characters, or one in which at
least one non-proficient character is doing some of the work of
rowing or sailing, the following penalties apply:
The movement rates of a kayak, a small canoe, and a coracle
are reduced to VZ of normal; the movement rates of a small rowboat,
a large canoe, a large rowboat, and a small barge are reduced
to % of normal; and the movement rate of a large barge is
reduced to 3/4 of normal. This reduction is applied before any
other alterations (for wind speed and current speed) are taken
into account.

The chance of capsizing is increased by 25% in any situation
where the chance is normally greater than O%, to a maximum of
100%.

If more than one character aboard a vessel has proficiency in
boatinglsailing, these benefits apply:

The chance of capsizing is reduced by 20% for each proficient
character after the first one.

The chance of damage to the mast or sails is reduced by 200'0,
assuming the proficient characters have some means of making
the rigging secure or bracing the mast so that it will better withstand
the stress.

If all of the characters helping to row or sail a vessel have proficiency
in boating, the movement penalties given above do not apply,
and movement rates are as given on the table at the
beginning of this section. Two characters are required to sail a
large rowboat, a small barge, or a large barge; all other vessels
can be sailed by one character.

Portaging

It is not unusual for areas of the wilderness to be dotted with
small lakes or streams separated from one another by short expanses
of land. Characters may find it desirable or necessary to
portage their vessels (carry them overland) from one body of water
to another rather than leave them behind.
As with all encumbrance values, the ones given above for watercraft
account for the bulkiness of the vessel as well as its actual
weight. If a character is able to support the listed amount
without becoming severely encumbered, and if the vessel is
smaller than a large rowboat, he can portage the vessel by him-

self. Severely encumbered characters cannot portage, or help to
portage, a vessel. A large rowboat or a small barge requires at
least two characters to share its encumbrance, and a large barge
must be portaged by at least four characters. No vessel can be
portaged by more than twice the minimum number needed to
carry it. In other words, a third character is of no use in an attempt
to portage a small canoe; despite his presence, the canoe must
be able to be carried by the other two characters, or it cannot be
portaged.

Any character portaging or helping to portage a vessel can
move no faster than 3” (3 miles in eight hours, or 30 feet per
round), regardless of terrain or his overall encumbrance status.
 

Use of a Capsized Vessel

Because of the natural buoyancy of the materials from which
they are made, most vessels can remain “afloat” just beneath
the surface of the water even after they are capsized or after they
have suffered hull damage. However, this is true only of vessels
that are carrying no passengers and not more than 10% of their
listed maximum cargo capacity. For example, if characters in a
small rowboat that is foundering can get out of it and toss overboard
all but 200 gp worth of their cargo or gear, the craft will sink
to slightly beneath the surface of the water and remain there. It is
then possible for characters to cling to the sides of the craft and
use it as a flotation device, as long as their weight is evenly distributed.
A capsized craft will support a number of characters
equal to twice its normal capacity; that is, up to eight characters
can cluster around the sides of a large rowboat and use it to keep
from going underthemselves. If this weight limit is exceeded, or if
the weight is not evenly distributed, the craft will sink too far below
the surface to be usable in this fashion.
 

<shouldn't rafts, from the DMG, be added to the above?>