| The Sword |
Hey all,
I am trying to make ship boarding encounters more interesting. We are playing Skull and Shackles and I am challenged by a few key points
- the deck floor plans are relatively small 20-30 feet wide but long. There is the opportunity for rigging fights but haven't come of up with a way of fitting this in yet. It has been a very log since I have ran a fight in a 20 ft space.
- the majority of 'enemies' are sailors lvl 2-3 and I would prefer to abstract the majority of them engaged with the PCs own crew. Who else can I throw in there to spice things up?
- PCs are dominating the fights because it is relatively easy to control a 20 ft wide ship filled with low level NPCs. (I appreciate that I could just make ships larger, but that is only practical up to a point as I am trying to keep the game realistic). What other challenges could make it more of a fight.
We are using the excellent Fire as She Bears rules for the ship to ship bit and firearms are fine - it's just the boarding action that I'm interested in. Any ideas or thoughts
Edit: I should say I'm playing with a TWF human ranger 5; a human Magus 5; a human sorceress 5 (storm born) and a lizardman cleric 5.
| MeanMutton |
Hey all,
I am trying to make ship boarding encounters more interesting. We are playing Skull and Shackles and I am challenged by a few key points
- the deck floor plans are relatively small 20-30 feet wide but long. There is the opportunity for rigging fights but haven't come of up with a way of fitting this in yet. It has been a very log since I have ran a fight in a 20 ft space.
- the majority of 'enemies' are sailors lvl 2-3 and I would prefer to abstract the majority of them engaged with the PCs own crew. Who else can I throw in there to spice things up?
- PCs are dominating the fights because it is relatively easy to control a 20 ft wide ship filled with low level NPCs. (I appreciate that I could just make ships larger, but that is only practical up to a point as I am trying to keep the game realistic). What other challenges could make it more of a fight.
We are using the excellent Fire as She Bears rules for the ship to ship bit and firearms are fine - it's just the boarding action that I'm interested in. Any ideas or thoughts
Edit: I should say I'm playing with a TWF human ranger 5; a human Magus 5; a human sorceress 5 (storm born) and a lizardman cleric 5.
My players pretty much crushed through that section. We abstracted out the fights against the sailors, considered the entire ship to be difficult terrain, increased the ship size, and added in a few officers to the fights.
| The Wyrm Ouroboros |
While I don't know what sort of ship you're looking at, you'd need ... hm. Captain, at least two standard officers (1st and 2nd officer, adding at least another for a military ship), 3-5 midshipmen, a handful of other 'standard' ship's officers (quartermaster, sailing master, navigator, boatswain, master carpenter, ship's doctor / surgeon, master gunner, and in a magical world, ship's mage), riggers, seamen ... at least 40-50 men for a two-masted cargo ship like a brig or brigantine, I'd say. Double that for one turned to piracy, triple or quadruple that for a warship. Add in a platoon or two of marines for the military ship.
Make the captain a level or two above theirs, and the officers/mates equal to their class level; the standard officers (QM, etc.) a level or two below theirs. Marines become a 1st-level fighting class, while experienced sailors (perhaps 1/4 to 1/3 the crew) 1st-level rogue classes. The rest become commoners or, probably, experts. Don't forget that ship's mage, because having a sorcerer or wizard on their side means it can't be a walkover. A boarding action is a SERIOUS fight.
| Lady Bluehawk |
Hey all,
I am trying to make ship boarding encounters more interesting. We are playing Skull and Shackles and I am challenged by a few key points
- the deck floor plans are relatively small 20-30 feet wide but long. There is the opportunity for rigging fights but haven't come of up with a way of fitting this in yet. It has been a very log since I have ran a fight in a 20 ft space.
- the majority of 'enemies' are sailors lvl 2-3 and I would prefer to abstract the majority of them engaged with the PCs own crew. Who else can I throw in there to spice things up?
- PCs are dominating the fights because it is relatively easy to control a 20 ft wide ship filled with low level NPCs. (I appreciate that I could just make ships larger, but that is only practical up to a point as I am trying to keep the game realistic). What other challenges could make it more of a fight.
We are using the excellent Fire as She Bears rules for the ship to ship bit and firearms are fine - it's just the boarding action that I'm interested in. Any ideas or thoughts
Edit: I should say I'm playing with a TWF human ranger 5; a human Magus 5; a human sorceress 5 (storm born) and a lizardman cleric 5.
Just looking at ship stats, I'm not going to use gunpowder in my game for this AP until the 6th book, where only Kerdak Bonefist has it at all. I don't like firearms in fantasy, that's why. ;->
But the sizes of the ships bothers me, too; what I did for the Wormwood and the Man's Promise was: expanded the width of the Upper Decks and the Main Deck to 40 feet across; then the first two Lower Decks (cargo, crew bunks/hammocks area) each 30' across, then like 20' for the bilges. Seems like a lot until you realize that's only 4 squares; if there's combat down there, that gets pretty full pretty fast. ;-> I also extended the lengths of the ships, to go with the increased width up top, to try to keep the ratios sane.
LB
| TxSam88 |
So the way S&S handled mass combat fights was that the party was fighting the other officers, not low level NPCs. Make the Pirate Officers same level/APL as the party, and you'll probably see less difference. As for the rigging, I seem to remember a swing over attack that you use in book 1.
As for Gunpowder/firearms - we used it in S&S And also in Reign of Winter, and while it fit both of those campaigns, we've decided it's just too broken for general use.
| Azothath |
PF1 is a gentle game with two aspects; pseudo reality, roleplay drama.
Part of the natural player metagaming/connection to the setting is what they know/experienced about wooden sailing ship life (which is rare). So expect more Disney Pirates than Reality.
If people go overboard or the ship goes down, people drown and die. Land is far away making swimming to land impractical. Dehydration & Hypothermia gets most of the floaters.
Long term sea life lends itself to vitamin & mineral deficiency along with heavy metal poisoning. That leads to quirky behavior, bouts of anger and violence, sick sailors.
Ships are small. Ships are designed for their expected conditions/use. Merchant ships are more like floating tubs to hold a lot of cargo. Travel ships go for speed, long and narrow with lots of sail. Military ships go for durability with speed and attack force in mind.
Use the squeezing rules as needed, same goes for difficult terrain, see Grease for slippery decks.
Swinging on a rope will expose the swingers to multiple AoOs along with a Climb check not to a)fail and fall prone on deck, B)fall between ships, C)then Acro/Rflx Chk else fall prone on foe's deck.
The odds of slipping off a wet hemp rope and falling to you death on the deck of a rolling ship is decent and why it is dangerous.
Given all that - go for the tempest in a teapot drama. Ship to ship battle is a group effort and kinda boring for players that want active PCs (and why the Hollywood deck fights). To make that interesting you'll need to tweak 4-6 pirates to APL-1 level and a Captain at APL+1 or +2 level for CR of APL+3 or 4. An addt'l option is to increase some NPCs effective gear.
| Azothath |
one source of drama is other passenger groups with a hidden agenda which is parallel/stems to the main plot. Like a mining group with a claim, charlatan and his assistant escaping the law, or bartered bride with auntie and bodyguard ...
The PCs will see them coming from a Capt'n Dinner, or hear them diplomacized to help the ship if in trouble.
The Throaty Mermaid has many side NPCs.