# Rule Revision Example — Naval Combat Overhaul

This reference captures the exact workflow used when the user asked to rewrite the Pirate Campaign's naval combat rules from "abstract zone actions" to "d20 to-hit with damage rolls and hit locations."

## The Problem

The existing `Naval Combat Quick Rules.md` was incomplete:
- No cannon to-hit mechanics (just "Fire — Attack with available weapons")
- No damage roll procedure
- No hit location system
- Ship stats were split across 5 tier files with different formats
- Morale existed but had no numerical modifier
- No premade NPC ship blocks

## The Solution

### Step 1: Read existing files

Read the current rule file, all 5 ship tier files, the firearms rules, and the crew morale file to understand what already existed and what systems linked together.

### Step 2: Search for references

Run `search_files` with patterns covering:
- The rule file name itself (`Naval Combat`)
- Key mechanics (`boarding`, `grapple`, `ship actions`, `cannon`)
- Linked systems (`Firearms`, `Crew-and-Morale`, `Ship Upgrade`)
- Index files that might link the old rules

### Step 3: Rewrite the core combat file

Preserve the file path (`6-Rules/Systems/Naval Combat Quick Rules.md`) so existing links don't break. Add:
- **Initiative:** d20 + captain's DEX + ship Maneuver bonus
- **Cannon to-hit:** d20 + cannon attack bonus + crew quality + morale modifier vs. ship AC
- **Cannon damage:** By type (swivel 2d6 up to heavy 4d10)
- **Hit location:** d6 table (Hull 1-2, Sails 3, Helm 4, Weapon 5, Crew 6)
- **Boarding:** d20 + CHA (Intimidation) + Maneuver + morale vs. enemy captain
- **Repairs:** 1d10 + crew size

Keep the existing zone system (Adjacent/Near/Far/Distant) and the 2-actions-per-round framework.

### Step 4: Extract unified ship stats

Create a new file `Ship-Templates.md` with:
- Simple table blocks for every ship tier (AC, HP, cannon slots, Maneuver, max crew, min crew for actions)
- NPC quick blocks (Pirate Sloop, Merchant Cog, Silver Navy Frigate, Harrowed Ghost Galleon)
- Minimum crew thresholds showing when ships lose actions
- Component HP reference (Helm, Sails, Oars, etc.)

Leave the original 5 tier files (`Ship-Tier-1-Keelboat.md` through `Ship-Tier-5-Galley.md`) as layout/deck-plan references. Do not delete them — they contain ASCII grids the DM may still project or print.

### Step 5: Create focused morale/events file

Extract from `Crew-and-Morale.md` into a new `Ship-Morale-and-Events.md`:
- One morale track (1-6) with one modifier (+2 to -4)
- Modifier applies to all ship rolls (initiative, cannon attacks, boarding, navigation, repairs, social rolls at port)
- d12 random events table, once per day at sea
- Optional morale-weighted roll (modifier shifts the d12 result)
- Captain's Orders, hiring/firing, supplies (copied from old file for completeness)

**Important:** The old `Crew-and-Morale.md` stays in place. The new file supersedes it for ship rolls; the old file covers non-ship crew scenes (tavern brawls, shore leave, mutiny as a narrative event).

### Step 6: Update indexes

Patch `6-Rules/Systems/_Index.md` to add links to both new files.
Patch `3-Ships/_Index.md` to add the Ship-Templates link.

### Step 7: Create quick-reference cheat sheets

After the rules are revised, the full files may be too long for at-the-table use. Create a `0-Quick-Rules/` folder with stripped-down cheat sheets that reference the full rules:

- `Naval-Combat-Quick-Ref.md` — initiative, to-hit formula, damage, hit locations, boarding
- `Ship-Stats-Quick-Ref.md` — all ship blocks, NPC ships, component HP
- `Morale-and-Events-Quick-Ref.md` — morale track, modifiers, d12 events
- `Firearms-Quick-Ref.md` — weapon stats, misfires, powder explosions
- `Crew-Orders-Quick-Ref.md` — orders, mood triggers, hiring
- `_Index.md` — master list linking all quick refs to full rules

Add `0-Quick-Rules/_Index` to the root `_Index.md` "At a Glance" table.
Update `DM-Screen.md` to point to quick refs instead of duplicating tables.

### Step 8: Sync

Run the vault sync script once after all writes.

## Files Created/Modified

| File | Action | Notes |
|------|--------|-------|
| `Naval Combat Quick Rules.md` | Rewritten | Preserved path. Added d20 to-hit, damage, hit locations. |
| `Ship-Templates.md` | Created | Unified stat blocks, NPC ships, crew thresholds. |
| `Ship-Morale-and-Events.md` | Created | Morale modifier + d12 daily events. |
| `0-Quick-Rules/` | Created | 6 cheat-sheet files referencing full rules. |
| `6-Rules/Systems/_Index.md` | Updated | Added links to new files. |
| `3-Ships/_Index.md` | Updated | Added Ship-Templates link. |
| `_Index.md` | Updated | Added quick-rules to At a Glance. |
| `DM-Screen.md` | Updated | Points to quick refs. |

## Key Lessons

1. **Read before rewriting.** The old rules had useful scaffolding (zones, action economy) that could be extended rather than replaced.
2. **Preserve file paths when possible.** Renaming breaks wikilinks. If you must rename, update all incoming links.
3. **Extract, don't duplicate.** The morale system moved to a new file rather than being copy-pasted into both old and new. The old file stays for non-ship contexts.
4. **NPC blocks save DM prep.** Having premade "Pirate Sloop" and "Silver Navy Frigate" blocks means the DM can drop an encounter without building stats from scratch.
5. **One modifier, many rolls.** The morale modifier applying to initiative, attacks, boarding, navigation, repairs, *and* social rolls keeps the system simple and unified. The player feels the crew's mood in every roll.
6. **Hit locations add drama without complexity.** A d6 after hitting is fast and creates narrative moments: "You hit their sails — they're slowing down!" vs. "You hit their helm — they can't turn next round!"
