Better Ship Rules?


Skull & Shackles


Hey folks. The ship combat rules from Skull and Shackles...bother me. They're random in weird places, actually shooting ship to ship makes no sense, pursuit and evasion don't care how fast you are...

And I've read the Fire as She Goes rules from Razor Coast, but in addition to not being...super fond...of Bill Web and Frog God Games, the rules ALSO don't make a lot of sense in a lot of places but have the added downside of also being near impossible to teach my GM (I am the player, helping my GM with finding better rules).

Are there other 3rd party or homebrew ship rules anywhere? My priorities:

* Ship customization
* Ship-to-ship combat being fun and rewarding
* Captain Skill and Ship Design both being important to success
* Easy for me to explain to my GM

Not a priority:

* A bunch of varied ship roles - this is a one-on-one campaign, me as the captain and the other person as GM. (I'm a gestalt character - Privateer Stalker/Gunsmoke Mystic ftw.)

If nobody's done it I shall have to GO TO THE DRAWING BOARD MYSELF, but I would love to see if anyone's done good work here.

Grand Lodge

I made a fusion with the old ManOwar tabletop game I own. The turning templates and fire templates needed a conversion from feet (sailing speed and range of siege weapons) to inches which Toon some effort.
The miniature ships are great for chase encounters. I used miniatures from “Pirates of the Spanish Main” by wizkids, which are awesome!
All in all I have been quite satisfied with this.

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