[FGG] Fire as She Bears modifications


Product Discussion


2 people marked this as a favorite.

Some ideas that I am kicking around but do not have worked out just yet.

1. Half locations for castles that are only 1 deck tall. This way you can add them for just 1 hull location.

2. Make minimum speed for a sailing ship 3. It can still go slower in tactical sense by striking sails or sudden deceleration but if you can not make a minimum base speed of 3 then the ship may not be sailed.

3. If a sail is struck (2 rds 6 crew or 1rd under the leadership of a mate) it will no longer contribute to speed but the ship will not lose dex. This would allow the navigator to use a different maneuver and still slow the ship.

4. If a one is already clumsy and would lose another class they instead lose 1 speed and take an additional -2 on prof sailor checks. The opposite if one goes above perfect.

I thought it was ridiculous that a the most cost efficient way to transport cargo was by using 1 hull and 2 rigging and weigh it down with a heavy load and a broad hull. With these rules a cargo hauler would have to be size 12 before it could be made out of reinforced oak with broad hull and carry a heavy load. A normal hull can not carry a medium load until size 2 and heavy until 4. Sleek hulls allow heavier loads to be carried sooner as does darkwood but I am not sure what the most efficient carry is yet.

I am also considering scrapping maneuverability entirely and having the dex mod effect profession sailor checks with penalties to speed if dex goes below 1 or over 23. Since items that effect maneuverability would instead grant + or - 4 to dex AC and reflex would be easier to get. Some items may be changed to instead add to speed or prof sailor checks of some combination.

Thinking adding MW rigging that can add +1 to +5 on sailing checks and a rudder that only helps the navigator.

Broad hulls 25 feet wide and sleek hulls a 15. All ships gain and extra 10 length on the front and back of the ship but it is all structure and grants no internal space.

That is all for now.

Layout and Design, Frog God Games

Blasphemy!!!

Just kidding, I'll see if Zherog (John Ling) can hop on and give his 4 ha-pennies' worth.


Thanks, I am trying to find a way to make 6 hull ship broad without dropping the speed below 3. I think ship location that reduces the penalty for a heavy load from 3 speed to 2. I think that if I do it right a broad hulled size 8 ship will be the most cost efficient but smaller ship will be cheaper.


Another thought.

Why do engines not add to dex? By current rules one may not build an engine only ship larger then size 9.

Contributor

2 people marked this as a favorite.

Howdy. Some interesting ideas. I would need to dig deep to look for issues and such, but here's a few quick comments back. Maybe this gives you more to think about, or even new ideas.

Mathius wrote:

Some ideas that I am kicking around but do not have worked out just yet.

1. Half locations for castles that are only 1 deck tall. This way you can add them for just 1 hull location.

I don't see an issue out of that; I would just leave it as 20x20 and not worry about it, though. Just use the top 10' for the railings, moorings for sails and beams, and so forth.

Quote:
2. Make minimum speed for a sailing ship 3. It can still go slower in tactical sense by striking sails or sudden deceleration but if you can not make a minimum base speed of 3 then the ship may not be sailed.

As a house rule, I think this is completely OK. For the book itself, our goal was to allow flexibility with a half an eye toward realism. And so allowing for a ship to have a speed of 1 or 2 was something we wanted to allow, even if it would really suck that your ship is as slow as a dwarf (in the case of speed 1).

Quote:
3. If a sail is struck (2 rds 6 crew or 1rd under the leadership of a mate) it will no longer contribute to speed but the ship will not lose dex. This would allow the navigator to use a different maneuver and still slow the ship.

I'd be curious to hear how this plays out - whether it gives the Navigator more options or less, for example.

Quote:
4. If a one is already clumsy and would lose another class they instead lose 1 speed and take an additional -2 on prof sailor checks. The opposite if one goes above perfect.

Again, this is an interesting idea. I'd love to hear how it plays out if you try it.

Quote:
I thought it was ridiculous that a the most cost efficient way to transport cargo was by using 1 hull and 2 rigging and weigh it down with a heavy load and a broad hull. With these rules a cargo hauler would have to be size 12 before it could be made out of reinforced oak with broad hull and carry a heavy load. A normal hull can not carry a medium load until size 2 and heavy until 4. Sleek hulls allow heavier loads to be carried sooner as does darkwood but I am not sure what the most efficient carry is yet.

So, when you say "size 2" or "size 12" and so on, I assume you're referring to the number of Hull Locations. If you meant something else, I apologize for misunderstanding.

A ship with 1 broad Hull Location and 2 Rigging Locations has a Str of 35 and a Dex of 11; the base weight of that ship is 6,000 lbs. (3,000 for the broad Hull Location, 1,500 for each Rigging Location). A ship with a 35 Str has a light load of 25,536 lbs, a medium load of up to 51,072, and a heavy load of up to 76,608. So that's the math for 1 Hull Location ship; whether that's the most efficient or not probably depends on how you define efficient, I guess.

Let's do a few more: 1 regular Hull Location and 6 reinforced oak broad Hull Locations.

1 Regular: This ship weighs 5,000 lbs., has a Str of 31 and and Dex of 11. It's light load is 14,688; medium is 29,376; heavy is 44,064.

6 reinforced oak broad Hulls: This ship weighs 24,000 lbs before any cargo or such is put aboard. Its light load is 66,432; medium is 133,864; heavy is 199,296.

So I think either I'm completely misunderstanding you're point, or you're missing something in the rules that makes you think a reinforced oak broad Hull can't carry a lot o' cargo...

Quote:
I am also considering scrapping maneuverability entirely and having the dex mod effect profession sailor checks with penalties to speed if dex goes below 1 or over 23. Since items that effect maneuverability would instead grant + or - 4 to dex AC and reflex would be easier to get. Some items may be changed to instead add to speed or prof sailor checks of some combination.

Well, first, Dex can't go below 1. (Page 11, Dexterity: "Regardless of the number of Rigging and Hull Locations, your ship’s Dexterity cannot be less than 1.")

That aside, Maneuverability rating is, in effect, nothing more than a bonus or penalty to Profession (sailor) checks to make the ship move in a way other than a straight line. A Clumsy ship gets a -10, an Average ship gets a +0, and a Perfect ship gets a +10, for example. If you swap those for the actual Dex mod, your checks are going to be easier for ships with low Dex and harder for ships with high Dex.

For example, as designed a ship with a Dexterity of 2 has a -10 to Profession (sailor) checks; if you ditch that and go with the actual penalty, it would instead have a -4 penalty. So any checks are that much easier.

Conversely, if your ship has a 21 Dex, it gets a +10 to Profession (sailor) checks, while the Dex score itself would grant a +5. - making checks harder. (If you can get the Dex to a score of 32 or higher, this system would result in a better bonus.)

So, with all that: you are, of course, free to house rule as you like. But be aware that we designed everything around what exists - we expect most ships to have a penalty of -5 or -10 for example, and we expect very, very few to ever have a +10 bonus. So changing this system would affect (for example) the DC of all the checks on Table 6 (page 14).

Quote:
Thinking adding MW rigging that can add +1 to +5 on sailing checks and a rudder that only helps the navigator.

MW rigging is a fantastic idea, though I wouldn't go above +1. I'd also suggest lowering the weight. Anything above a +1 ought to be magical in nature, in my opinion.

As for the rudder... that's sort of funny. The original files I received had the option to buy a rudder. I asked Lou about that, assuming that every ship had one. He agreed - every ship would have a rudder, so no need to list it separately. So we took it out. Our base assumption is that every ship has a rudder.

However, it's also an ideal piece of the ship to enchant with magic to get amazing effects.

Quote:
Broad hulls 25 feet wide and sleek hulls a 15. All ships gain and extra 10 length on the front and back of the ship but it is all structure and grants no internal space.

Different sized locations will probably work OK at your table, but for simplicity we went with everything being 20x20.

I don't see any problem with declaring all ships to have an extra 20 feet of length in unusable space - 10 on the fore and 10 on the aft. The only caveat I'll give you there is that if your players are building the ship from scratch, make sure to charge them for it - don't give that extra structure away for free.

Mathius wrote:
Thanks, I am trying to find a way to make 6 hull ship broad without dropping the speed below 3. I think ship location that reduces the penalty for a heavy load from 3 speed to 2. I think that if I do it right a broad hulled size 8 ship will be the most cost efficient but smaller ship will be cheaper.

Hmmm... If your ship has 6 Hull Locations, you're entitled to have 5 Rigging Locations. So let's use all of 'em.

This ship has a base weight of 25,500 lbs. Its Str score is 40 (30 +6 Hull Locations +4 broad) and a Dex of 9 (10 +5 Rigging -6 Hull). Its base speed is 7, into the wind speed is 3, and with the wind speed is 14. It has a light load of 51,072; a medium load of 102,144; and a heavy load of 153,216. If we burden her with a heavy load, she takes a -3 penalty to her base speed - so this falls within your parameters - it has 6 broad Hull Locations and the base speed is 4.

My hunch is that this statement on 11 is causing the problem:

Quote:
Dexterity (Dex) = 10 + the number of Rigging Locations – the number of Hull Locations. A ship’s Dexterity will be further modified by whether you opted to build with Sleek (+4) or Broad (–4) Hulls.

(emphasis mine)

This is incorrect, and is a relic from a draft prior to the final version. Broad Hull Locations grant a +4 bonus to Str and reduce maneuverability rating by one step. Sleek Hull Locations reduce Str by 4 and increase maneuverability rating by one step. Table 3 on Page 10 - and the accompanying text - is correct.

Mathius wrote:
Why do engines not add to dex? By current rules one may not build an engine only ship larger then size 9.

Why do you say so? I can't find anything that was intentional about this. Remember this rule on Page 11:

Quote:
The Dexterity of a ship determines its maneuverability rating. You also apply your ship’s Dexterity bonus (but not penalty) to the Armor Class (AC) of its Locations. Regardless of the number of Rigging and Hull Locations, your ship’s Dexterity cannot be less than 1.

(emphasis mine)

So I can build a ship with 20 Hull Locations and 0 Rigging Locations. It's Dex score is still 1. Given that you were very specific about 9 Hull Locations, I suspect maybe you're missing this passage. But if it's something else, please let me know.

Publisher, Frog God Games

1 person marked this as a favorite.

What would you guys think of a few short expansions on this as pdfs?


I am all about the expansion of mechanics for sea battles. I have not finished reading my copy of this yet, but it does have adverse weather effects on speed, yes?


Bill Webb wrote:
What would you guys think of a few short expansions on this as pdfs?

As a GM who's only just kicked off a Skull & Shackles campaign, I'd love expansions on the Fire As She Bears system.


Thank you so much for a very detailed answer to my post. Let me answer Bill first, I would love an expansion with lots of optional rules for navel combat.

Castles: For the castles as half locations I was thinking of them taking up 20 x 20 by 10 instead of 20 cubed. You could not subdivide a castle with a deck the way you can a normal hull location. I think we were on the same page about this one.

I wanted to to this to make it cheaper to add castles convert ships from SnS.

Minimum speed and broad/sleek hulls: I can understand why not cluttering word count with more complex rules that are not actually needed. The extra length will be of no use mechanically but when drawing the ship on a map that free extra length makes a ship look more like a ship. 1 hull ship will still only have 8000 cubic feet to work with on the inside.

Again I am doing this to make converting SnS ships easier. A 30' wide ship can be only 25 feet easily enough and be 1 location wide with a broad hull or be 30 feet wide with a sleek hull and be 2 locations wide. With this mod the Wyrmwood can be 4 location long by 2 wide with a sleek hull while the Man's Promise is 5 long but only 1 wide. I do not want the PCs starting out with a ship that has 12 to 16 location. I would rather they want to steal some other pirate of navel vessel later on. Also having the Wyrmwood need 51 crew to man all locations and only having 25 available will really emphasize how badly a crew is needed.

Got more to say but a crazy 5 year old is calling me away.


I misunderstood things. I thought a ship that had a dex that fell below 1 was not a legal build. I think it is a reasonable rule to say that a ship that falls below a dex of 1 can not be sailed. That caps size at 24 before magic and that is only doable with darkwood. This why I thought that engine only ships could not go above size 9. I am not sure if I will use engines so I may not try and find a way around that and still keep the necessity of at least a dex of 1.

Once i get to play I will let you know about rules 3 and 4. I want small ships to be able to go faster and for there to be some penalty for being extra clumsy. It might be to cumbersome to play with.

You were right about what I meant about size, I am referring to hull locations. I larger ship is far stronger then a smaller ship but the price of the ship goes up faster then the the cargo capacity. A broad hulled reinforced size 1 ship with 2 rigs can move a ton a freight at cost of 185 GP. This even accounting for the weight of the crew.
A size 6 ship with broad and reenforced hulls moves freight at 443 gp per ton. If we reduce it to 2 rigs it still costs 339 GP.


So I found some think odd in the math of ships. Gaining hull locations makes it more expensive to carry cargo until size 6. After that it decreases forever. Bigger is not better until size 18.

To solve this issue I limited the amount of extra strength a ship can benefit from to the number of hull location a ship has. With this change a cost per ton decreases after size 2. If I just say that all ships must be size 2 that solves that. By the size rules a size 1 ship would not be colossal even with the extra length I grant to ships. A size 2 ship only qualifies because of the extra length.

I also want to start dex at 11 so that ships of up to size 4 can have maintain average maneuverability based on dex. It also means that a sleek size 2 ship made of darkwood can have a perfect maneuverability and that is just cool in my book.

I did some math with drop maneuverability classes and it turns out they are good idea. The things I thought it would change are better served by simply starting with a dex of 11.

Also discovered that sleek hulled ship can not carry itself without going into a medium load if darkwood or silk ropes are not used. With silk ropes the light loads can be as low as 108 on a 6 hull ship.

I think I will solve this problem by reducing the weight of rigging to 1000 pounds.

Contributor

1 person marked this as a favorite.
Mathius wrote:
So I found some think odd in the math of ships. Gaining hull locations makes it more expensive to carry cargo until size 6. After that it decreases forever. Bigger is not better until size 18.

Hmmm, interesting. Would you mind sharing your math? It'll save me the time of having to go and reproduce it. ;)

Quote:
By the size rules a size 1 ship would not be colossal even with the extra length I grant to ships. A size 2 ship only qualifies because of the extra length.

This is correct, and is an... unfortunately remnant from the very original draft I inherited. There was so much I needed to re-do and fix that I just took for granted that all Locations were Colossal without verifing it.

After it was pointed out to us shortly after the book was released, Lou and I decided that we'd leave it as-is and continue to treat each Location as Colossal. (And do note: the ship as a whole isn't really an entity; even in combat, it's broken down to Locations.) We decided that because it as so embedded in the book by that point, but also because we opted to do away with the size penalty to AC anyway.

Quote:
I also want to start dex at 11 so that ships of up to size 4 can have maintain average maneuverability based on dex. It also means that a sleek size 2 ship made of darkwood can have a perfect maneuverability and that is just cool in my book.

Very reasonable. In fact, quite nifty.

Quote:

I did some math with drop maneuverability classes and it turns out they are good idea. The things I thought it would change are better served by simply starting with a dex of 11.

Also discovered that sleek hulled ship can not carry itself without going into a medium load if darkwood or silk ropes are not used. With silk ropes the light loads can be as low as 108 on a 6 hull ship.

I think I will solve this problem by reducing the weight of rigging to 1000 pounds.

I'd love to see the math here, too, if you wouldn't mind. If it's easier to show the math by sharing a spreadsheet, and you don't mind, you can send it to me at zherog at yahoo dot com.

Layout and Design, Frog God Games

Wow... how much would a ship made entirely of Darkwood COST?

Totally worth the cost, I'm sure.


Dark wood costs alot. My spread sheet uses open office if that is okay with you. I can send it to you but I have to mod it back to not reflect my house rules.

I want size 2 darkwood ship with a sleek hull that can levitate and boasts an elven sail with +6 dex. That gets you 3 classes above perfect and can so getting the upper hand should be quite doable.

Darkwood seams worth for a fighting vessel but not a cargo carrier but that is as it should be.

Thanks again for responding to me, it is nice have the actual developers input on my ideas. If you ever want to publish them an expansion feel free. Not sure I have to give permission for you to use them but you have it.

Contributor

Open Office is fine; and actually, if your house rules aren't too extensive, would you mind leaving it in and just add a note as to what they are? I'm always curious how people mod systems, and what effects those mods have. ;)


1 person marked this as a favorite.

My house rules

Dex starts at 11.
Maneuverability above perfect gains a +2 to sailing checks and +1 speed.
Maneuverability below perfect gains a -2 to sailing checks and -1 speed.
No ships with only 1 hull section
No ships that would end up with a dex below 1. This is caps size at around 24 (26 with darkwood) before magical aid.
Rigging only weighs 1000 pounds
A ship may not benefit from more bonus str then it has hull sections. A size 2 ship can be broad but only gains 2 str. A ship would need to be size 10 be iron and broad and make use of it all. (iron is bad for small ships anyway)
15 wide hulls for sleek ships
25 wide hulls for broad ships
Add 10 feet to length in front and back but is not usable internal space and does not effect mechanics in any way. Just makes ships look more like ships.
You may make a castle with a half location. It only is 10 tall and is not divisible with a deck. Half HP.
Sails may struck as described in rigging description and mate actions. The struck sails still aid dex but supply no speed

Minimum speed will remain 1 instead of 3 and dex will not apply to prof sailor checks.

There is still an artifact with the rule that makes a size 3 ship more efficient then sizes 4 and 5 but it is small. Since 6 is cheaper per ton the a 3 I can see small freight carriers at 3, medium and 6 and large at 12. Many of the ships will pick up 3 speed if they go from a heavy load to a medium load and sail better as well. I think that most merchants would run with a medium load because if they get damage to their rigging they can still run but slow and if they take hull damage they simply go to heavy load.

Iron broad hulled ships are huge increase in efficiency so I am think about removing from my game or making it nearly impossible to find a ship yard that can do it. Iron adds so much to a big ship that it might be worthwhile to limit them to a few unique pieces otherwise every major trading group would use them exclusively.


How did you guys generate stats for your crew members? I can not seam to duplicate them with NPC classes.

When a mate grapples a ship does he use his CMB or the ships?
Is there any penalty or bonus for having or not having crew help you with this?
Do the hull sections of each ship make a difference like they do in crossing the boards?
With crossing of the boards only the captain can try and break free, is this also true when a mate grapples the ship?
I suggest using the mates CMB with a +1 for every 3 crewman that assist. A mate can almost over come the size penalty this way (+7 if he uses his regular turn to throw a hook) but probably does not make up for the str difference. Base attack will be a wash. If the mate has bellow and 40 crew this might be better the using the ships CMB.
A mate attempting to break the grapple does it the same way but only the captain can use the ships CMB.

In normal pathfinder rules actions must be spent to aim a siege weapon, is this rule scraped in FaSB?

When does a ship move and whose actions does it consume? Does the officer in charge moving the ship have to be at the helm?
I would guess that pilot the ship is a naval action that either the navigator or the captain can make. This action uses the base 3 crew per location and the captain or navigator may exceed 20 crew this way and do not need LOS or adjacency to do so. They may not however command 20 other crewman.

Does a special maneuver use up crew or could a ship fire as she bears on the navigators turn and then gunnery mates use their turn to have gun crew reload the cannons. If so that would allow a ship to fire twice as often that would be devastating.

Boarding actions the easy way. For each crewman that boards an enemy ship make that many crew unavailable to that ship unless a mate use the repel boarders action and leads enough crew to counter the boarders. Crew man fight to standstill (mechanically speaking) but officers may target them to remove them form the battle with their normal actions.
If the loss of these crew brings the enemy crew 50 or 75 percent it will have to make a loyalty check.

Example: A ship with 9 hull sections and 6 rigging and carries 80 crew is boarded by 40 men. Unless a mates repeals boarders the ship will need to make a loyalty check to not surrender. Even so the mate can only repeal 20 so the boarders get to choose witch other 20 do not get to work.
It is better to repeal boarders man for man even if that means you can not run your ship. That way you get to choose what to man and not man instead of your enemy.
Crewman surrender to boarders unless told to fight unless the boarders kill them. If boarders are not accepting surrender then no mate is required to make them fight.

Contributor

Good questions!

Mathius wrote:
How did you guys generate stats for your crew members? I can not seam to duplicate them with NPC classes.

Can you give me one or two examples, and I'll look at my notes, spreadsheets, etc tonight to see what we did?

Quote:

When a mate grapples a ship does he use his CMB or the ships?

Is there any penalty or bonus for having or not having crew help you with this?
Do the hull sections of each ship make a difference like they do in crossing the boards?

- Ship's CMB

- It's vaguely assumed the mate has crew working the grapple attempt. As I recall, we didn't say how many were needed; that's something we can revisit if necessary. In the interim, I'll poke Lou and see what his suggestion is for the minimum number of crew needed for this.

- I may have to go re-read. Certainly, more Hull Locations increases the ship's Strength, which factors into its CMB. I'll add this to the list of stuff I'll be looking at for all your questions.

Quote:

With crossing of the boards only the captain can try and break free, is this also true when a mate grapples the ship?

I suggest using the mates CMB with a +1 for every 3 crewman that assist. A mate can almost over come the size penalty this way (+7 if he uses his regular turn to throw a hook) but probably does not make up for the str difference. Base attack will be a wash. If the mate has bellow and 40 crew this might be better the using the ships CMB.
A mate attempting to break the grapple does it the same way but only the captain can use the ships CMB.

Looks reasonable, but I'll need to look closer.

Quote:
In normal pathfinder rules actions must be spent to aim a siege weapon, is this rule scraped in FaSB?

Correct. The times listed on cannons in FaSB include reload, aiming, etc.

Quote:

When does a ship move and whose actions does it consume? Does the officer in charge moving the ship have to be at the helm?

I would guess that pilot the ship is a naval action that either the navigator or the captain can make. This action uses the base 3 crew per location and the captain or navigator may exceed 20 crew this way and do not need LOS or adjacency to do so. They may not however command 20 other crewman.

Whoever has the helm - most likely navigator or captain - controls movement, and it takes place on his/her naval action.

Quote:
Does a special maneuver use up crew or could a ship fire as she bears on the navigators turn and then gunnery mates use their turn to have gun crew reload the cannons. If so that would allow a ship to fire twice as often that would be devastating.

It uses crew. During the fire as she bears action, those crew are under the command of the navigator and so are unavailable to the gunnery mate. Next round, the gunnery mate can "pick up" those crew and use them to reload - assuming he has the capacity to command that many crew.

(Larger warships likely have a gunnery mate, who in turn has "squad leaders" (or whatever name you like) under him. The squad leaders direct the crew while taking their orders from the mate.)

Quote:
Boarding actions the easy way. For each crewman that boards an enemy ship make that many crew unavailable to that ship unless a mate use the repel boarders action and leads enough crew to counter the boarders. Crew man fight to standstill (mechanically speaking) but officers may target them to remove them form the battle with their...

Nice idea. You could also allow the enemy mate to command his crew not to repel the borders. That way, if the SS Minnow is low on crew and their options are to either fend off the boarding weresharks or work the sails to help the navigator, the mate has to make a tactical choice while still having an easy resolution.


I think that if a mate grapples they need a minimum number of crewman equal to the hull section of the opposing ship or 20 whichever is less.
Crossing of the boards is good because does not have to use crew but gains a bonus if you do. I think the size penalty or bonus apply to normal grapples as well or a small ship will better off using the grapple action with a mate instead of crossing the boards. Also str can be lost if crew is not used in all hull areas but hull sections will not be.

Landsman are fine. 4 HP, +1 reflex, and and AC 11 equates to commoner with 12 dex.

Seaman have have a 1/4/1 for saves and 8 HP. 8 HP is second level commoner with a con 10 and favored class bonus to HP once. If he has a con bonus or is an expert he would have 9 HP. Commoners have no good saves so they have to have feats or attributes to make this total. Dex of 14 plus great fortitude works for reflex and accounts for the 12 AC. The +1 to fort has to come for a stat but can't with HP. Experts have strong will save so can only achieve 1 if they have wisdom of 6.

For a marine to only have a +1 BAB and 12 HP requires a PC class.

The biggest offender to me the very low profession sailor rating. Any 1st level character with 10 wis an 1 rank in profession sailor can achieve a 4.
This can be raised by the feats skill focus, prodigy, or extra traits.
4 of these traits add +1 while riverfolk adds +2 and can easily be applied as seafolk.
Humans, dwarves, half elves, gnomes, and maenads all have racial traits that can add to profession sailor.
Long lived races can take breath of experience of +2 more.
Most NPCs will have +1 or +2 in the stat most useful to them.
The profession skill with a +5 would allow sailor to make 2.5 GP a day so charging only 1 GP very much short changes them.

Once a crewman is at +5 profession sailor they should be able to do all shipboard function competently. After that HP is the most important thing they can have.

Since crew never make rolls on there own for anything it might be worthwhile just measure them by how much they add to the ship's officers professions sailor and how many HP they have.

Sovereign Court Contributor

ok, my turn to weigh in!

Zherog wrote:

Good questions!

Mathius wrote:
How did you guys generate stats for your crew members? I can not seam to duplicate them with NPC classes.

Can you give me one or two examples, and I'll look at my notes, spreadsheets, etc tonight to see what we did?

Lou wrote:
I used Hero Labs for most of mine
Quote:

When a mate grapples a ship does he use his CMB or the ships?

Is there any penalty or bonus for having or not having crew help you with this?
Do the hull sections of each ship make a difference like they do in crossing the boards?

- Ship's CMB

- It's vaguely assumed the mate has crew working the grapple attempt. As I recall, we didn't say how many were needed; that's something we can revisit if necessary. In the interim, I'll poke Lou and see what his suggestion is for the minimum number of crew needed for this.

Lou wrote:

Winging it without assessing the mechanical impact mathematically, I'd at least temporarily house rule that it takes half the crew that operates/can operate in the location. So if you have, on average, 20 crew, it'd take half of them to secure that location to the concomitant enemy location in a grapple. Seems reasonable, right? Half the crew to grapple the enemy ship location across from you, half to jump over and attack, followed by the first half that were securing the ships together.

We definitely have to refine that, but that's what I would suggest to John as a place to start.

- I may have to go re-read. Certainly, more Hull Locations increases the ship's Strength, which factors into its CMB. I'll add this to the list of stuff I'll be looking at for all your questions.

Quote:

With crossing of the boards only the captain can try and break free, is this also true when a mate grapples the ship?

I suggest using the mates CMB with a +1 for every 3 crewman that assist. A mate can almost over come the size penalty this way (+7 if he uses his regular turn to throw a hook) but probably does not make up for the str difference. Base attack will be a wash. If the mate has bellow and 40 crew this might be better the using the ships CMB.
A mate attempting to break the grapple does it the same way but only the captain can use the ships CMB.

Looks reasonable, but I'll need to look closer.

Lou wrote:
More specifically, whomever ordered the maneuver and is commanding the ship should be able to try and break free. On principle, the rules are not intended to interfere with the cinematic action; so we don't want to interfere with the action of the captain orders a cross-the-boards, then gets shot, killed, knocked unconscious, etc. and a party member leaps up to take over and save the day! We want to support that kind of cinematic move.
Quote:
In normal pathfinder rules actions must be spent to aim a siege weapon, is this rule scraped in FaSB?

Correct. The times listed on cannons in FaSB include reload, aiming, etc.

Quote:

When does a ship move and whose actions does it consume? Does the officer in charge moving the ship have to be at the helm?

I would guess that pilot the ship is a naval action
...

Contributor

Wow, Lou. You made a mess of that post...


What is the seaworthy feat? Many of your NPCs have it but do not

I have to say that was an interesting post from Lou.

From what I can tell you would say that it takes 10 to crewmen to grapple a ship.

The crewman I was looking at were the ones on the table in the in chapter 3 not the officers in the back. Those are the odd ones to me.

Looking at you sample officers it would seam the 3rd level expert or better would be an officer and not a crew man.

It might make more sense to have crew simply add to skill checks on the ship. This would range from -1 to +5. +0 would represent a skill mod of +5. Each +1 to the officers would either be +3 more prof sailor or 3/6/9 other useful skills at +5 (knowledge {nature, geography, engineering} survival, perception, craft {carpenter}, swim, climb and acrobatics), or magic.

Then pay more for higher HP. Range should be 4-30

Crew can be up to 3rd level commoners, 2nd level experts, or a 1st level anything else.

As an optimization exercise decided to max out profession sail as far as I could go.

A 3rd level human (heart of the sea) commoner
Str 11, Dex 10, Con 8, Int 12 Wis 13(15), cha 9
HP 8 (3d6-3)
Feats: extra traits (river folk, rice runner), skill focus (profession sailor), Prodigy (profession sailor, craft carpenter)
skill:
climb 1 rank + 3 class skill = 4
swim 1 rank + 3 class + 2 racial = 6
acrobatics 1 rank + 2 trait + 3 class = 6
Knowledge (geography, nature, engineering) 1 rank +1 stat = 2
survival 1 rank +2 wis = 3
Craft (carpenter) 1 rank + 2 feat + 2 wis =5
Perception 1 rank + 3 class + 2 wis = 6
Profession sailor 3 ranks + 3 class + 2 trait + 5 feat + 2 wis + 2 racial +2 item = +19
+2 Skill items cost 400 GP and WBL for a 3rd level commoner is 780 so they can afford it.

That is pretty insane.

This crew member would actually grant a +5 to officers and dropping wis for str and changing river runner to know the land would take it to a +6.


From Razor Coast p. 416:

Seaworthy
You have spent a great deal of your life on the high seas
and a seafarer’s life is second nature to you.
Benefit: You gain a +2 competence bonus to all
Profession (sailor) checks. In addition you gain a +2
circumstance bonus to all Acrobatics checks made to
balance while onboard a seafaring vessel of any kind, and
a +2 circumstance bonus to all vision–based Perception
checks made at sea.

At 8 hit points he isn't going to live very long. This is one of the many reasons I don't like optimized characters.


Thank brvheart. That is a nice feat. I do not have razor coast because I intend to play SnS but I might check it out as well.

8 HP is more then most 1st level characters would have but it could be a lot higher. The easiest way to raise his HP would be to give up the knowledge skills for favored class HP. Losing skill focus for toughness would also gain 3. 15 is a lot better.

Retraining can add as much as 7 more for a total of 22.

No idea what a good formula for crew costs would be but a standard of
2.5 GP for crewman who adds +0 and has 10 HP would be a place to start.


Let's start out with 30 crewman that have to have food and water for at least a month. At 5 sp each for rations it is more like 15 GP just for food. Then they need rum rations, weapons and gear. A figure of closer to 50 GP each might be more in the ball park. It is expensive running a ship. My players spent most of their first four treasure hauls paying for ship upgrades and keeping the crew happy.


Running a ship will be expensive and crews are bigger with FaSB then in standard PF so I am going to need to increase plunder to help offset that. Pretty sure that one of my PCs first targets will be an escort ship since they will not want to do piracy in a cargo ship and that is what The Man's Promise is.

Does it say in the book anywhere how much it costs to repair a ship in port?

I am think of using a system for the price of crew that converts a +1 sailor into 4 HP for cost and then add HP-10 and the multiply by something and add 2.5 for the standard crewman. Max HP for crew will be 30 and the max bonus they can add is +5. That would convert to 40 HP max but I am going to limit it to 30. The very best crew will grant a +5 and have 20 HP.

That gives me 30 price points to play with and the difference should grow by a minimum 1 SP per HP. If it were linear then the best crew would cost 5.5 GP per day. That seams to little to me but I am not sure where I want the cap to be. I am think maybe around 15 to 20 GP per day. That is a lot but the crew offers far more then a simple doubling of price.


You are probably right Mathius, but my figures are based on S&S. We haven't even tried FASB rules yet. The crew is of good alignment, but the captain has been forced to continue piracy in order to afford the upkeep of her ship. And their crews have been in the 50-60 range generally as they want enough to man another ship when they take it. Also sometimes they have run with two ships. The problem with your system is a 1st level eats just as much as a 5th level. S&S uses plunder rules rather than pay anyway. We have figured 1 point of plunder per 30 crew.


Eating will be the same for any man but in my system the highest level crewmen is a 3rd level commoner. Right now I am just trying to come up with a base line for what crewman might expect to make if they were honest. Pirates will probably be paid by shares but better crewmen will expect more shares. I have not figured it all out yet. To make ship upgrades and repairs easier the price for them would come out any spoils before loot was split. That way the PCs will be able to spend more money on the ship but once it becomes personal it they will get less.

Since pathfinder assumes a certain wealth per level I will have to make sure to include enough treasure for both.

FaSB seams like it will be a more fun way to run naval combat then SnS way and a few of my players love building things so the detailed ship construction rules help as well.

Contributor

I don't have my books with me, but there are repair rules somewhere in FasB.


I have no commoners. Crew are generally experts or expert/warriors. Some may actually have PC classes. Commoners stay home and raise chickens and tend sheep.


I found rules for repairing during combat, temporary repairs at sea, and magical repair but I could not find anything that listed time and price for seaport repairs.

Maybe take the price of the section and divide by double the HP of the location per HP to be repaired. 1/2 the build time x percentage HP to be repaired. Fixing is half the cost half and takes half the time. A PC who has mending can fix an average 15 HP an hour or 120 a day. That of course assumes you have most of the pieces. I would allow other parts to subbed in this way but I can see crew members all trying to find the right splinter to put there when the magic goes off.


Just realized that I did the math for crew wrong. A sailing skill of +5 should get 7.5 GP a week or 1.5 a day. If it is assumed that food is taken out of pay that drops it to 1 GP per day.

1 SP = 5 HP and -1 to any skills they help to perform.
1 GP = standard sailor
1.5 GP = Rank 1
2.5 GP = Rank 2
4 GP = Rank 3
6 GP = Rank 4
9 GP = Rank 5

A standard sailor has 10 HP and adds nothing to their officers skill checks. Each rank may add either 4 HP or +1 to commanding officers skills. They can add to Knowledge (geography, nature, engineering), craft (carpenter), survival, perception, heal, or profession (sailor). They may also take a bonus to reflex for fire fighting or +1 to hit with cannons. HP has a max of 30 while a all other bonus may go as high as +3.

A mate or surgeon must at least 5 crew following him and they must all have the bonus to the skill. The navigator uses the average of all crew members manning each location of the ship. The captain use the average for the entire ship's compliment unless he is acting like a mate.

A crewmen who brings a +0 has total mod 1 or more in the skill while the landsman can be assumed to have nothing useful at all.

If the crewmen grants a +1 to a skill that means that he has a mod 5-7, +2 means a mod 8-10, while +3 equals 11+. Crewmen do not like following officers less skilled them themselves. They know you are less skilled if your mod is 3 less then their own.


Other things that ranks can buy:

Marine: Each rank allows the crew member to occupy .5 extra crew for purposes of either boarding or repelling foes. 10 crew with 1 rank in marine may occupy 15 opposing crew members. Max 4

Gunner: Each rank adds .5 to cannon attack rolls. Max 4 ranks (+2 to hit)

If magic is used to buff the crew add 1 rank of marine for every 2 levels of spells used. The spell must effect the entire boarding party. Prayer plus bless works nicely. Every 2 points of inspiration (captain or bard) also adds 1 rank in marine. A boarding party with pray, bard song, haste, and bless is going to be able to take a crew vastly bigger then itself.


Bill Webb wrote:
What would you guys think of a few short expansions on this as pdfs?

You can add my vote for FaSB expansions.

I'm not sure what the 3rd party rules are, so I'm not sure if this is even allowable, but an expansion that converted all of the ships from the SnS path to FaSB stats would probably interest just about all of us!


Oh yeah to this.

Scarab Sages

medriza wrote:
Bill Webb wrote:
What would you guys think of a few short expansions on this as pdfs?

You can add my vote for FaSB expansions.

I'm not sure what the 3rd party rules are, so I'm not sure if this is even allowable, but an expansion that converted all of the ships from the SnS path to FaSB stats would probably interest just about all of us!

Even if an expansion couldn't refer to the ships in S&S by name, for copyright reasons, it could certainly include a group of sample ships that just happen to strongly resemble the ones in S&S...

As it stands, there seems to be a distinct lack of merchant ships at the back of FASB. I don't own Razor Coast or Heart of the Razor, but I believe the sample ships are all pirates, pirate hunters and naval vessels.

Before an expansion, though, I think an errata sheet for FASB would be a good idea, with a Ship Record Sheet that matches the published rules. The current Ship Record Sheet refers to a lot of ideas that must have been dropped from the final version of the book, like Hull Drag, Maximum and Minimum Speed, and the boxes in the Rigging section for In Irons through Running.


There are actions for putting out fires but it seems extremely rare to even have a fire. How do you handle this or does it come up?

Sovereign Court Contributor

You get more fires when the enemy sorcerer tosses a few fireballs at your ship. :)

Contributor

Aim for the rigging - it's more flammable. :)

Community / Forums / Pathfinder / Pathfinder First Edition / Third-Party Pathfinder RPG Products / Product Discussion / [FGG] Fire as She Bears modifications All Messageboards

Want to post a reply? Sign in.
Recent threads in Product Discussion