Pax Veritas
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The rules are slim and without examples so I'm having trouble preparing for Monday's adventure. Please help!
According to pgs. 214-215 GMG:
1. Roll Initiative - Ship and seige weapons act on captains init count
2. Roll 1d8 - determine wind direction
3. Movement - ships move its base speed or double move; or increase its speed by 30 (ea rnd); Turning - 1 side of a square (at start of turn - standard action)
4. Ram - Profession Sailor check vs. target AC
5. Sinking condition - at 0 hp or less; Magic repairs (make whole) only.
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So, can you help with some examples. Please only respond with examples you're sure of. Please help: I need examples to understand this better.
For example:
Round 1: PC are sailing, ship is moving 30, PCs see pirate ship, party rolls initiative, pirates win initiative, GM moves pirate ship double move for 60 (grid is 30 ft squares, so 2 spaces), because this includes a turn (standard) the pirate ship moves 1 square then turns 1 side of 1 square, now the PCs act, on captain's count they turn (standard) and move. Several players head toward seige weapons. Round 1 ends.
Round 2: Pirate ship turns and moves, PCs fire seige weapons, PC ship double moves on captain's count.
Round 3-5: Assume the ships are broadsiding now (maybe fast forward in time), the ships slow down by 30 each round until they are even. Both ships attempt to grapple, for sake of fast play GM says the PCs grapple and begin boarding.
Round 6-8: GM uses battlemap with 5 inch squares now to show movement of melee combat aboard the ships. The captain of the PC ship keeps firing until the pirate ship is almost derelict... and the PCs kill the pirates. The captain calls for a retreat to the PC ship, and sinks the pirate ship (with booty aboard). The ship takes 10 rounds to sink.
Does this sound accurate?
Are there any examples of ship movement you can give to ensure I've got this right?
Thanks for any help you can provide.
Pax
| ferrinwulf |
Download the Skull and Shackles players guide, ship combat is better defined in that but it is a little more complicated but its not as abstract and you be able to understand it a bit better. The set up part should work for fast play too and will make it easier for you to see where the ships start coming out of the chase.
The best way to figure it out is just to try it out by yourself first.
Also look at the Skull and Shackles thread there is a really good version of ship combat in there that gives everyone a chance to do something (otherwsie most of the ships combat is just pilot vs piolt rolls and can get very boring for other players). Thread below it is based on the s&s guide though not the fast play:
http://paizo.com/threads/rzs2p54b?Naval-Combat-For-a-Whole-Party
What you have above is pretty musch correct though, essenatily determine speed, fire seige engines before or after move, then move forward or diagonal forward.
I would suggest downloading the players guide though.
Pax Veritas
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Good grief!
1st - thanks ferinwulf for "your version" sent to me by IM. Good stuff.
2nd - Dear PAIZO, I rarely complain, but 25 pages of S&S Player Guide notes on ship combat, while inspirational, causes me anguish. Game designers have an opportunity to use some instructional design skill with these passages, but it doesn't show in the material.
You know I love Pathfinder RPG, but we really should be able to distill down a 1-Page summary of rules instead of the volumous text that seems to sprawl throughout those pages. Its plain cumbersome, and un-fun to read. Yes, I get it - these rules are detailed and robust, good job there, but not written for anyone to try to apply them quickly, nor execute with any dramatic swiftness. You can do better. *sigh*
Take this feedback for what its worth: Fast Play in GMG is too light, and details in S&S are too all-over-the-place. I need crisp, clear, detailed but concise rulesets, please.