Did you make changes to ship-to-ship combat?


Skull & Shackles


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I'm curious how other groups have dealt with ship-to-ship combat. It's great that there is a system, and it's great that it works for some things. But it has some problems, and I'm wondering how your group has dealt with those gaps. I've seen a few posts here and there, but I'm wondering, generally, how folks handled things like broadsides targeting the steering mechanism of another ship, or how folks mitigated against higher level magic, or if you added creative house rules for alchemists and shot, etc.

We are currently punting--gentlemanly agreeing not to engage in certain tactics in the interest of drama and fun, but I'm curious if your group has done something better or just different.


We mostly just ignore the ship to ship rules. We use the chase rules, but once those are done, we just run a normal combat with the two ships connected by a plank.

I like the idea of ships firing weapons at each other, but most of us are just too apathetic about it to learn and use all of the ship combat rules.


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Ship to ship combat rules are a bit lame in this AP. I am using the naval combat rules from Broadsides! Naval Adventure. Here you need to consider crew quality, speed, wind direction, sail type, etc. The movement is more realistic.

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