Unklbuck |
Probably the only real gain would be increased tonnage that could be carried as it would displace less water...probably not by that much...
The Hull is still the same size and area so water resistance would be the same.
In game terms really all I would see is maybe a 20% increase in tonnage available for cargo...no extra speed
Brogue The Rogue |
In game terms, *all* it would do would be to decrease the weight of the ship. My knowledge of the necessary physics for nautical engineering is a little light, but I imagine that would be both a boon and a burden in different ways. I think I recall something about a ship needing a certain something or something below the waterline something something. Or something like that. I'm sure more enlightened souls could probably give you a mathematical breakdown on it.
But in game terms, no change other than weight.
If you want it to do something special, talk to your DM. He's going to have to OK the use of this monumental amount of darkwood, anyway, so work with him and see what benefits he'd be OK with giving you. That's better than any RAW ruling, any day, anyway.
Good luck. :)
Brogue The Rogue |
Presumably they would. But, yes, it would have some rather severe problems without a specific design plan. That's what it is. I think there has to be a certain amount of weight (mass?) beneath the waterline. A ship made out of a wood with too much buoyancy might ride too high on the waterline, increasing the risk of capsizing.
Maybe? Bugger, I forget.
LovesTha |
A catamaran style ship isn't a technology that need be removed from a fantasy world, it's not like the primative tribes of our real world didn't have them so they are a plausible craft and would make for interesting fast agile skirmishers in marine war fare.
A catamaran full of wizards should be pretty scarey.
Also a very useful vessel for law enforcement or smugglers. At least smugglers of small high value items.
VRMH |
I would think lighter wood wouldn't be all that useful...strength is far more important.
Strength, stiffness, resistance to rot, degree to which the wood expands when absorbing water, flammability, availability of specific lengths and thicknesses, availability in general, ease of use, costs, degree to which the wood will warp...
It's quite well possible that ships are already partly made out of Darkwood, as well as a dozen other types. A large vessel is a complex machine, after all.beej67 |
8 people marked this as a favorite. |
I've written custom sailing ship construction rules for several gaming systems, based on actual maritime engineering principles, so I've done a little reading on it. Here's the extremely abbreviated version:
1) Sailing ships have a maximum speed they can attain, called 'hull speed' that is related not to how light they are but to how *long* they are. As a ship moves forward, it creates a bow wave, which elongates the faster you go. Go fast enough, and you're effectively sailing "uphill," up your bow wave. Some of the super awesome carbon fiber racing boats of the modern age can exceed hull speed, but nothing from the Golden Age of Sail could. So that's the first thing to realize. The equation is as follows:
Max Speed = 1.34 * (length)^0.5 ... speed is in knots, length is in feet.
Early sailing vessels couldn't attain hull speed because their power to weight ratio was too bad, I think the English Frigate could under favorable conditions, and the 1800s Clipper Ships absolutely could do so, routinely.
2) Force to move the boat comes from the sails, obviously, which are above the deck, so you must have righting moment to keep the wind from tipping the boat over. This is partially from the weight of the wood in the boat, usually heavily augmented by ballast. They used lead ingots in the bilge, or sometimes just big rocks, to weight the boat down and keep it from capsizing.
3) Attaining hull speed is a force-to-drag issue. Power comes from sail area and sail plan. Form drag comes from how blocky or slender the hull is. Skin drag comes from how much surface area of hull is under the water, and how how rough or smooth the hull is. (barnacles)
..
Now, how all that maps over to Pathfinder is clearly up to the GM, but in truth making an entire boat out of Darkwood would take a veritable *forest* of the stuff, at a value so insane you'd rather just spend it crafting a custom Staff of Wishes. The only thing I could see making any sense would be to possibly craft your mast and your yard arms out of the stuff, so you don't have as much weight above your line to have to compensate with ballast, which would increase your speed a fraction but still at a very heavy cost.
In truth, if I were a Pathfinder Maritime Engineer on a large but not insane budget, I'd be looking at the following:
1) Copper hull sheathing below the water line, to prevent barnacles from attaching and increasing my drag coefficient,
2) Permanency - Gust of Wind
3) Animate Dead, oars
4) zombie whale
The best thing of all, though, is just hire a druid henchman. He can not only control the weather, but have an aquatic animal companion to patrol the subsurface for any angry Mermen with Hand Drills, which are about the most deadly thing in the whole Pathfinder ocean, honestly.
Tinalles |
Copper hull sheathing below the water line, to prevent barnacles from attaching and increasing my drag coefficient,
Bearing in mind that the nails used to attach said sheathing should be copper as well. If you use iron or steel nails, the low-grade electrical current created when you put the ship into an electrolyte (salt water would do nicely) will cause galvanic corrosion of the nails, leading to the plating falling off.
... and all of a sudden I'm wondering what kind of electrical potential you could get out of a few dozen slugs of mithral and adamantine sandwiched together in lemon juice.
beej67 |
1 person marked this as a favorite. |
... and all of a sudden I'm wondering what kind of electrical potential you could get out of a few dozen slugs of mithral and adamantine sandwiched together in lemon juice.
Less in the grand scheme of things than you'd get from much simpler machines and RAW magic. Why, for instance, create an electrical battery to power a light when you have the light spell?
More to the point, the (permanency)(gust of wind) trick does wonders for all sorts of machinery in-game, because you can put it in front of a half dozen windmills tied to a drive train, and use that for running machinery.
Freehold DM |
Definitely using this. wonderful ideas
I've written custom sailing ship construction rules for several gaming systems, based on actual maritime engineering principles, so I've done a little reading on it. Here's the extremely abbreviated version:
1) Sailing ships have a maximum speed they can attain, called 'hull speed' that is related not to how light they are but to how *long* they are. As a ship moves forward, it creates a bow wave, which elongates the faster you go. Go fast enough, and you're effectively sailing "uphill," up your bow wave. Some of the super awesome carbon fiber racing boats of the modern age can exceed hull speed, but nothing from the Golden Age of Sail could. So that's the first thing to realize. The equation is as follows:
Max Speed = 1.34 * (length)^0.5 ... speed is in knots, length is in feet.
Early sailing vessels couldn't attain hull speed because their power to weight ratio was too bad, I think the English Frigate could under favorable conditions, and the 1800s Clipper Ships absolutely could do so, routinely.
2) Force to move the boat comes from the sails, obviously, which are above the deck, so you must have righting moment to keep the wind from tipping the boat over. This is partially from the weight of the wood in the boat, usually heavily augmented by ballast. They used lead ingots in the bilge, or sometimes just big rocks, to weight the boat down and keep it from capsizing.
3) Attaining hull speed is a force-to-drag issue. Power comes from sail area and sail plan. Form drag comes from how blocky or slender the hull is. Skin drag comes from how much surface area of hull is under the water, and how how rough or smooth the hull is. (barnacles)
..
Now, how all that maps over to Pathfinder is clearly up to the GM, but in truth making an entire boat out of Darkwood would take a veritable *forest* of the stuff, at a value so insane you'd rather just spend it crafting a custom Staff of Wishes. The only thing I could see making any sense would be to possibly craft your mast and your yard...
Zahir ibn Mahmoud ibn Jothan RPG Superstar 2014 Top 16 |
1 person marked this as a favorite. |
Perpetual energy is way too easy to achieve in pathfinder.
While the presence of magic and magical creatures would sure make it seem such, I would argue that ultimately there is a complex Conservation of Mass/Magic/Energy Law that must be maintained, possibly across multiple dimensions, planes, spaces, etc.
Certain magic items seemingly do something for forever, and if that something provides kinetic energy, it could be harnessed as a basis for other engines.
Two quick examples that come to mind are the rotational energy of an Ioun stone and the potential energy which rapidly becomes kinetic if one was to have a Decanter of Endless Water stationed at a height above the ground. Either could be harnessed in different fashions to drove a rotational engine which could then translate its power into other directions, etc, and then provide endless power of different sorts.
Possibly more difficult is the light energy from a continual flame, but no less valid, as light IS energy, even if there is no heat.
In some version of the game, I recall ther being a rule that a continual flame object is SLOWLY (like over millions of years) degraded to fuel the luminous quality of the object, so in some analog to E=mc^2 the mass is becoming light energy.
The Decanter example is probably stealing water (and thus mass) from another location (the plane of Water?), which might seemingly have an infinite supply, but would eventually run out if given enough time I'd wager.
The Ioun stone might work similar to the continual Flame by SLOWLY dissolving the stone to furninsh the energy for the rotation, OR maybe it sucks 100 calories a day from the wearer, an amount most wearers may not ever notice having left them, but which clearly demonstrate a lack of permanency to the flight.
So, just like in our world, where perpetual motion is a figment, I believe that while it can be seemingly demonstrated within a Pathfinder world, that it probably doesn't exist, otherwise the great empires like Thassilon would have used it, rather than through some of the more grisly methods they did use.
bugleyman |
While the presence of magic and magical creatures would sure make it seem such, I would argue that ultimately there is a complex Conservation of Mass/Magic/Energy Law that must be maintained, possibly across multiple dimensions, planes, spaces, etc.
Certain magic items seemingly do something for forever, and if that something provides kinetic energy, it could be harnessed as a basis for other engines.
Two quick examples that come to mind are the rotational energy of an Ioun stone and the potential energy which rapidly becomes kinetic if one was to have a Decanter of Endless Water stationed at a height above the ground. Either could be harnessed in different fashions to drove a rotational engine which could then translate its power into other directions, etc, and then provide endless power of different sorts.
Possibly more difficult is the light energy from a continual flame, but no less valid, as light IS energy, even if there is no heat.
In some version of the game, I recall ther being a rule that a continual flame object is SLOWLY (like over millions of years) degraded to fuel the luminous quality of the object, so in some analog to E=mc^2 the mass is becoming light energy.
The Decanter example is probably stealing water (and thus mass) from another location (the plane of Water?), which might seemingly have an infinite supply, but would eventually run out if given enough time I'd wager.
The Ioun stone might work similar to the continual Flame by SLOWLY dissolving the stone to furninsh the energy for the rotation, OR maybe it sucks 100 calories a day from the wearer, an amount most wearers may not ever notice having left them, but which clearly demonstrate a lack of permanency to the flight.
So, just like in our world, where perpetual motion is a figment, I believe that while it can be seemingly demonstrated within a Pathfinder world, that it probably doesn't exist, otherwise the great empires...
Nice post. :)
beej67 |
Threeshades wrote:Perpetual energy is way too easy to achieve in pathfinder.While the presence of magic and magical creatures would sure make it seem such, I would argue that ultimately there is a complex Conservation of Mass/Magic/Energy Law that must be maintained, possibly across multiple dimensions, planes, spaces, etc.
Meh, if you just go relativity on it, then the cost of permanency in gold pieces will buy a lot of uranium. The conservation of energy issues never bothered me.
Gnomezrule |
Well the Guide to Darkmoon Vale talks about the Lumber Consortium being the only legal timber company to harvest Darkwood in the Vale, and that wood mostly goes to Andoran ship builders.
Sooo wether it fits real world physics of ships or not one reason that Andoran ships are prized is Darkwood, and one of the chief reasons smugglers run darkwood to Cheliax is for ship building.
Tinalles |
Tinalles wrote:... and all of a sudden I'm wondering what kind of electrical potential you could get out of a few dozen slugs of mithral and adamantine sandwiched together in lemon juice.Less in the grand scheme of things than you'd get from much simpler machines and RAW magic. Why, for instance, create an electrical battery to power a light when you have the light spell?
In general, you're right -- magic is easier.
But electrical, alchemical, and mechanical solutions have their place. For one thing, they're handy in the Mana Wastes or other areas where magic works unreliably or not at all. Hence guns.
There's also the appeal of democratization. Solutions that depend on magic require magic users, who are not all THAT common. It takes years of study to be a wizard; a freakish family history to be a sorcerer; or intense devotion to become a cleric. But while a level 1 commoner can't cast "light", they're perfectly capable of pulling a switch to turn on a light. Any individual jealous of spellcasters but not capable of casting might turn to electro-mechanical approaches instead.
By the same logic, you could easily have a culture in which magic (especially arcane magic) is reviled. Maybe it's considered a debasement of natural principles; or maybe it's just considered inherently snobbish and elitist because mastering it requires resources that are hard to come by (leisure to study, the right pedigree). Under those conditions, electricity has the appeal of something that can show everyone that the common folk can be just as good as those robe-wearing degenerates.
Umbranus |
beej67 |
In the 'real world,' ships based on the Magnus effect don't really save you any energy over propeller driven ships. I could see them being of some benefit for ships that travel over substrates thicker than water, though, or if you had a rotational power source that was more efficient than permanent gust of wind. I'm not sure I can think of one in the rules, though.
As I say, ordinary sailing vessel + level 13 druid = win.