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[-] untorquer@lemmy.world 3 points 15 hours ago

"The Boat Ramp of Durin, Lord of Mooria. Speak, matey, and enter. I, Narvi, made it."

[-] Red_October@lemmy.world 97 points 1 day ago

I'm deeply disappointed you didn't take the chance to go with "Ditch the caves, hit the waves!"

[-] 0ops@piefed.zip 27 points 1 day ago

Ditch the earth, hit the surf!

[-] TerraRoot@sh.itjust.works 2 points 15 hours ago

Off the turf, in the surf!

[-] Red_October@lemmy.world 23 points 1 day ago

Get out of the tunnel and swab the gunnel!

[-] 0ops@piefed.zip 13 points 1 day ago

Get off that rock, we're about to undock!

[-] edgemaster72@lemmy.world 8 points 1 day ago

No time to mine, we're sailing the brine

[-] LaunchesKayaks@lemmy.world 5 points 20 hours ago

Saily saily ship

[-] Bytemeister@lemmy.world 19 points 1 day 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...

[-] squaresinger@lemmy.world 2 points 14 hours ago

Tbh, that's a rule that makes sense in context and something where I as a GM would make a house rule.

Even the darkest night at sea is not nearly as dark as the mines, so I'd totally allow for darkvision to be range-less (or long-range) on the sea.

[-] AnarchistArtificer@slrpnk.net 2 points 15 hours ago* (last edited 15 hours ago)

Edit: deleted because I replied to the wrong person

[-] general_kitten@sopuli.xyz 19 points 1 day ago

below decks in ships were notoriously dark

[-] AnarchistArtificer@slrpnk.net 3 points 15 hours ago

Gay darkroom vibes

[-] Bytemeister@lemmy.world 6 points 1 day ago

That's a feature, not a bug.

[-] general_kitten@sopuli.xyz 10 points 1 day ago

indeed, get boarded by someone without darkvision/good light source? just retreat below decks and slaughter them

[-] Bytemeister@lemmy.world 7 points 1 day ago

Probably a bad idea. If I was leading a boarding party, and all the defender's retreated below decks, I'd consider it a victory. Take down the sails, pin the rudder, then park my ship outside of their cannons' firing arc. Then just wait. Maybe have my crew bring over buckets of shit, vomit, or whatever other vile substances we could find, and dump them down the grates. If I got real desperate, I could just board up the doors and set the ship on fire. Sure, I'll miss out on most of the treasure, but those dwarves will probably burn to death before the boat totally sinks.

[-] JcbAzPx@lemmy.world 9 points 1 day ago

Depends on your goal. If you just want to sink the ship, boarding is unnecessary. If you want to loot it, you have to go below at some point.

[-] general_kitten@sopuli.xyz 2 points 1 day ago
[-] Witchfire@lemmy.world 7 points 1 day ago

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

You don't need darkvision to see stars and that would be dim light, so darkvision is a boon

[-] explodicle@sh.itjust.works 2 points 21 hours ago

Then it doesn't help navigation

[-] Witchfire@lemmy.world 2 points 20 hours ago* (last edited 20 hours ago)

It still means they can see the area within 60' of the boat as bright light

[-] explodicle@sh.itjust.works 1 points 19 hours ago

How does that help with navigation?

[-] korsart@lemmy.world 2 points 19 hours ago* (last edited 19 hours ago)

It helps them navigate around the ship. But seriously, it could be used as a strategy to navigate with lights off and not be seen by other ships.

[-] GraniteM@lemmy.world 19 points 1 day ago

Marcus Miles has entered the chat.

[-] theparadox@lemmy.world 3 points 1 day ago

That dude's a beast.

[-] bam13302@ttrpg.network 43 points 1 day ago* (last edited 1 day 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.
[-] rumschlumpel@feddit.org 10 points 1 day ago* (last edited 1 day ago)

Dex is good, but IMO it's not as vital as Con. Sailors were dying a LOT, and it wasn't from accidents. Con would help a lot with diseases (those were rather common on sailing ships), the exhaustion inherent to working on a sailing ship and the lack of nutritious food. And scorbut, which is a disease, was one of the biggest issues in intercontinental sailing.

Darkvision might not do jack for navigation, but it would be very useful when you need to work day and night and the only available light sources are torches, oil lamps, candles, moonlight and starlight.

The OP never even mentioned pirates.

AFAIK most sailors couldn't swim at all, and when would the lower speed actually be an issue? In most cases, it's all about whether you get exhausted before you're at your destination.

Great point with the submarines, though.

[-] Cethin@lemmy.zip 4 points 1 day ago

The height being an issue for other creatures gave me a funny thought. If dwarves didn't build massive structures and instead built for their height, people invading them would have such an issue. You'd have dwarves running through halls chopping at them while they're crawling around or bent down. Invaders wouldn't stand a chance.

[-] Dagnet@lemmy.world 7 points 1 day 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

[-] PyroNeurosis 9 points 1 day ago

Dex is valuable for tall ships, but steamships and ironclads, str/con is the way to go.

[-] lime@feddit.nu 10 points 1 day ago

tall ships are a hate crime to dwarves

[-] sirblastalot@ttrpg.network 3 points 1 day ago

I like the mental image of a dwarf ship that's 6 ft tall and got 47 masts to make up for it.

[-] lime@feddit.nu 2 points 1 day ago

like one of those italian airplanes from the 1920s!

[-] bam13302@ttrpg.network 8 points 1 day ago

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

These are all problems humans already have and try to get around. A few adventurous and entrepreneurial dwarves is all it would take to kick start the golden age dwarven naval empire.

I am looking at this from a fun world building viewpoint and I find this idea exciting.

[-] Phineaz@feddit.org 18 points 1 day ago

Splittermond, a German RPG, has a culture of arctic viking dwarves. It's perfect.

[-] Skyrmir@lemmy.world 23 points 1 day 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.

[-] ArmoredThirteen@lemmy.zip 10 points 1 day ago

One of my favorite campaigns I was a tempest cleric dwarf in a sea campaign. She came from a clan of dwarves that would take longboats along river coasts downstream from a mother clan's mountain mining to find pockets of washed down minerals. It was so fun and eventually she started her own seafaring clan the Sundersalt. We were based on an island but controlled a lot of trade in the area with ships modeled after Korean turtle ships

[-] MouseKeyboard@ttrpg.network 15 points 1 day ago

I am a dwarf and I'm sailing a ship

Saily saily ship

Saily saily ship

[-] njm1314@lemmy.world 6 points 1 day ago

The copper dwarves are excellent sailors.

[-] OmegaLemmy@discuss.online 3 points 1 day ago

THANKS I NEEDED THIS

[-] darkdemize@sh.itjust.works 7 points 1 day ago

They aren't very buoyant though, are they? What happens when one falls overboard?

[-] Dindonmasker@sh.itjust.works 13 points 1 day ago

You go back and mine another one.

[-] a_wild_mimic_appears@lemmy.dbzer0.com 6 points 1 day ago* (last edited 1 day 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 5 points 1 day ago

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

[-] Jeeve65@ttrpg.network 4 points 1 day ago* (last edited 1 day 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)

[-] paultimate14@lemmy.world 5 points 1 day ago

Can dwarves survive such prolonged periods so far removed from rock, stone, and dirt?

[-] codexarcanum@lemmy.dbzer0.com 14 points 1 day 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.

[-] SlartyBartFast@sh.itjust.works 3 points 1 day ago

Ah like in Warcraft 2 you can have submarines with dwarves

[-] SebaDC@discuss.tchncs.de 3 points 1 day ago

Craftsmanship is also highly valued on a boat...

this post was submitted on 22 Aug 2025
321 points (100.0% liked)

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