
GM: Twice Dead Professor |
1 person marked this as a favorite. |

After picking up a set of chase cards, I've been debating using a modified set of rules for the sea battles- modeled after the chase cards.
Right now I've got 26 (half a deck!) of sea based cards, each with two different checks for the captain (and crew) to overcome.
I've also added a failure condition for some.
I was wondering if some of you would find them handy. I would also love feedback on what to improve. Some of the checks and dcs are a bit arbitrary at this point, and I've not completed the fail conditions.
I plan to use some of the rules (wind, position) and start the PCs 2 cards behind their prey (or, if they're the prey, they'll start two cards ahead). I'm still messing with the turns/timing (I think there are a few cards with both language in the pack right now).

lutzsd |

Hi everyone.
I have come up with my own chase system. Before posting, I wanted to see if anyone else had done so, and it seems like the OP and I have similar ideas.
I ran my first chase last night with my players based on my system and had some good feedback as well.
For my chase, I laid out 15 post-it notes -referred to as squares- (all my table width would allow). The players start 2d4 squares behind the quarry.
Each player takes a turn drawing a card. They can read the card aloud, but the other players cannot consult them on what action to tak (essentially, the player is the captain for the turn and is making the decision). We have a list so that all skill checks are made using the highest among the players, not just the player that is drawing. However, if the player that drew has some ability or item that could add a bonus, I allow them to do so, but only on their turn. For instance, one player drew a card that allowed a sailing check to gain a square. He asked if he could use Gust of Wind to get a bonus and I allowed it.
Additionally, the enemy ship also has to perform each card, so there is a chance they get themselves caught.
Once the PC's ship enters the same square as the enemy ship, ship-to-ship combat begins. If the distance between the two ships is 10 or more squares, the quarry gets away. Starting distance can be modified based on the ship's max speed.
I made about 30 cards, some very similar to the OP's, and some that required sailing checks, CMB checks, some cards only dealt damage to the ships, and some allowed a gain of squares without a roll, though penalized the next roll.
All in all, it was a very fun chase, but my players did make some suggestions:
1. Include cards that are simply "+1 square" or "-2 squares" to take some pressure off.
2. Have cards that only affect one ship, not both. For instance, I had The Dominator card that had the PCs take a broadside attack (basically wounding the ship before ship combat began), but a player noted that they wouldn't attack the merchant vessel. So, I will also be including Ally cards that only harm the other ship.
3. Include fail cards. Chases could go on a long time, so they mentioned throwing in one card that just ends the chase.
It's a work in progress, and I don't have my cards typed up, but if there is enough interest, I will get them typed up and post them. Any feedback would be great. Thanks for reading!