• Red_October@lemmy.world
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    9 months ago

    I’m deeply disappointed you didn’t take the chance to go with “Ditch the caves, hit the waves!”

  • bam13302@ttrpg.network
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    9 months ago

    I have issue with almost all of your points.

    • Dex & wisdom would be the important stats for sailors IMO (i am not saying strength and con are useless, but just not as important, they would be 3rd and 4th IMO).
    • Darkvision wouldn’t do a damn thing, its range would barely get off the side of the boat.
    • Poison resistance is not disease resistance.
    • Some spoiled food would be poison, but some would also be disease (depends on how it spoiled and the food).
    • In order for short stature to be relevant to ship design, they would need a completely custom designed ship tailor made for them, which would have benifits but sounds unlikely for what pirates would be sailing. (That being said, a dwarven merchant ship designed speciifcally for their stature would be a massive pain for normal height characters to battle on)
    • lower speed means they swim slower too which means going overboard is even worse.

    EDIT: dwarven submarines!

    • short stature actually hugely relevant as submarines are notoriously cramped
    • darkvision means no need for lights in the sub, beneficial for multiple (admittedly somewhat minor) reasons.
    • honestly no clue what stats would be important for a sub, no argument here
    • toxic gasses less of a problem thanks to poison resistance
    • Dont even need to go to the surface, a fully underwater submarine port could be connected to existing dwarven settlements near the ocean with the correct design and planning.
    • Also benefits from legendary dwarven engineering.
      • bam13302@ttrpg.network
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        9 months ago

        Dex would be super important for them too. Cannons of all flavors aim with dex due to being ranged weapons.

    • Dagnet@lemmy.world
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      9 months ago

      For sure wisdom being the highest priority unless they always sail near the coast, but to be fair you only need 2 people with high wisdom

  • Bytemeister@lemmy.world
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    9 months ago

    Darkvision limited to 60ft. Nighttime navigation was based on stars.

    A ship can barely contain enough ale to last a dwarf a month, let alone an entire crew…

  • Skyrmir@lemmy.world
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    9 months ago

    Having lived on a boat for years, I can tell you right now, you show me a body building midget, and I’ll show you an amazing marine mechanic.

  • A Wild Mimic appears!@lemmy.dbzer0.com
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    9 months ago

    I would say dexterity isn’t such a bad stat while moving on the masts or wet planks. and since they can see in the dark too, and further because they are much larger, elves win again -.-

  • don@lemmy.ca
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    9 months ago

    What is this, dwarves for giants? Those fuckers are at least 5m tall, goddamn.

    • CodexArcanum@lemmy.dbzer0.com
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      9 months ago

      Similar to vampires, every dwarven ship has an enormous boulder occupying a conspicuous place in the quarters. Sleeping near this “home stone” is necessary to prevent dwarves from going sea crazy.

  • Jeeve65@ttrpg.network
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    9 months ago

    My previous character was a Dwarf Marine (barbarian, path of the ancestral guardian). He was wielding an anchor as a 2-handed weapon.

    He met his fate killing a sub-boss. (that is: a boss that came from the sea floor, the captain of a submersible galleon)