larkvi
02-25-2011, 04:21 PM
I wanted to ask about the elven Seafarer LPs from a design point of view, since I am playing a sailor and trying to design a couple of lifepaths for airship sailors in the Burning Airships game. Sailing is a big component of what my character does, so I wanted to understand the intent of the rules with regard to sailing and travel as best I can. There are a few issues I am having trouble getting my head around.
1. In general, there are a lot more skills in the Mannish Seafaring subsetting than the Elves have in their two seafaring LPs. Is it the intent of the rules that the whole variety of skills in Seafaring are necessary for the operation of ships (and that there are implied extra Elven LPs that have such skills) or that Elves do more with the more limited range of skills they have. Do Elven Seafarers do without Seamanship because they are different in flavour from Men, or is it implied that they need that skill? Is Ship Management interchangeable with Administration? What about all the various wises that speak to knowledge of the sea? Current-wise, Sea-wise, etc.?
2. How are Supplication to the Wind and Weathersong supposed to be used? It seems that Weathersong is much the better, as the singer may determine any time of weather, including levels of wind, and may add up to five dice to a linked roll by getting the prediction perfect, whereas Supplication to the Wind adds less dice for creating a stronger wind (paradoxically making a ship move faster in a lighter wind?), as one needs to exceed a higher obstacle. Are they redundant? Are they meant to be used together?
3. Which skill in the linked test is the final one, actually determining whether the ship arrives safely? Is Navigation/Slip of Currents the necessary skill, Rigging/Song of the Mariner, or Pilot? The obstacles for Navigation better imply the voyage, but piloting seems to be the logical last skill in sequence.
4. On the speed of boats: presumably, the advantage of generating extra successes over the obstacle in a sea voyage would be arriving sooner than expected, as one keeps in good winds, avoids danger, and properly manages one's points of sail. Elves, however, cannot allocate extra successes to reducing time taken ("Working with the Care of the Eternal", p. 87)--does that mean that well-piloted/navigated elven ships with good winds are not as fast as the same ship piloted equally well by Men?
To translate that more into game terms: assuming the Intent of test for sea travel is to arrive before Autumn, and the human crew generates 2 successes over obstacle, working quickly, whereas the Elven crew generates 10 successes over obstacle on an identical ship leaving at the same time, does the human crew take 80% as long as the elven one? (Assume they are not racing, so it is not a Versus test.)
1. In general, there are a lot more skills in the Mannish Seafaring subsetting than the Elves have in their two seafaring LPs. Is it the intent of the rules that the whole variety of skills in Seafaring are necessary for the operation of ships (and that there are implied extra Elven LPs that have such skills) or that Elves do more with the more limited range of skills they have. Do Elven Seafarers do without Seamanship because they are different in flavour from Men, or is it implied that they need that skill? Is Ship Management interchangeable with Administration? What about all the various wises that speak to knowledge of the sea? Current-wise, Sea-wise, etc.?
2. How are Supplication to the Wind and Weathersong supposed to be used? It seems that Weathersong is much the better, as the singer may determine any time of weather, including levels of wind, and may add up to five dice to a linked roll by getting the prediction perfect, whereas Supplication to the Wind adds less dice for creating a stronger wind (paradoxically making a ship move faster in a lighter wind?), as one needs to exceed a higher obstacle. Are they redundant? Are they meant to be used together?
3. Which skill in the linked test is the final one, actually determining whether the ship arrives safely? Is Navigation/Slip of Currents the necessary skill, Rigging/Song of the Mariner, or Pilot? The obstacles for Navigation better imply the voyage, but piloting seems to be the logical last skill in sequence.
4. On the speed of boats: presumably, the advantage of generating extra successes over the obstacle in a sea voyage would be arriving sooner than expected, as one keeps in good winds, avoids danger, and properly manages one's points of sail. Elves, however, cannot allocate extra successes to reducing time taken ("Working with the Care of the Eternal", p. 87)--does that mean that well-piloted/navigated elven ships with good winds are not as fast as the same ship piloted equally well by Men?
To translate that more into game terms: assuming the Intent of test for sea travel is to arrive before Autumn, and the human crew generates 2 successes over obstacle, working quickly, whereas the Elven crew generates 10 successes over obstacle on an identical ship leaving at the same time, does the human crew take 80% as long as the elven one? (Assume they are not racing, so it is not a Versus test.)