|1 person marked this as a favorite.|
My players have been capturing ships and recruiting a lot of sailors. The rules make it difficult to sink ships so when it comes to ship to ship combat they trounce the opposition presented in the books (finishing Raiders on the Fever Sea) and take their crew and ships.
This is making them become pretty high powered. I want them to feel like heroes but I feel like the AP isn't challenging them. Especially developing a fleet so early. Would love to hear your thoughts and experiences.
I agree with Riggler. Yes, this AP makes it hard to sink ships.
- I talked to my players about what this AP is about and the others. I told them is too early for a fleet and talked to them about the hindrance of having too many ships in terms of upkeep/plunder.
- They have been getting several ships (I hate Make Whole spell). I always make sure to only leave behind some NPC's of the captured ship. This makes it difficult/impossible for the PC's to man more than 2 ships at once. If things get out of control in terms of them figuiring out a way to man them, then the Kraken will dispose of one of them or mutiny or have 3 Cheliax Man-o-War ships hunt them down (which fits w/ the AP).
You can always find ways reduce the number of ships.
I think the developers did not took this fact into account in terms of how easy is to get/defeat ships.