Arg! Thar be pirates! [Archive] - Wizards Community

Post/Author/DateTimePost
DarthMidget

03-08-07, 09:05 PM
Well, not really pirates, but my next game will feature some nautical battle. More specifically it will involve the PC's ship being attacked by another ship on the high seas. So, I was wondering what do you Learned Folks think would be some good rules for sea battle?

I want the PCs to be able to do some cool situational stuff like swing from deck to deck, climb the rigging, run across boarding ladders, etc etc. Thoughts on rule extrapolations for those types of actions?
jokey665

03-08-07, 10:12 PM
Have access to the Stormwrack book? It's all about stuff like that.
twad

03-08-07, 11:18 PM
some idea of what could be done..

First a warning shot, or a message asking for surrender.

Then both ships get closer of eachother, ranged attackers (balistas and archers) and casters shoots whatever they have. If they want to destroy = they use fire, if not, normal ammo and maybe some stuff like smoke bombs, caltrops or anything that will be a nuisance to the ennemy, of course the ennemy is equiped to resist their own weapons.

Ranged attacks have penalty for range, wind speed and unstability of the boat.

Caster try a lot of sleep spells, fear or stuff like that. To Try to keep the ennemy frontline in chaos so they will be able to get in more easily.

More close, they shoot hooks and begin boarding action.

Kill, plunder, burn, set sail.
Cthulhu-LQ

03-09-07, 12:38 AM
So you want to have a battle that will test the PCs skills, not only their ability to fight... You need situations to use these skills

Swim :
- If it's the PCs who are attacked, won't they only try to defend theyr shp against the attackers? You need a reason why it's a good idea to go to the other boat. There is an ennemy sorcerer? Something that will help in the fight, or a reward?

Climb :
- After swimming to the other boat, you need to climb it
- Climb the mast. maybe an archer could get a bonus for being up there. or an enemy flies there (or teleports, ...), using this position to attack the PCs crew, so someone needs to climb there to kill him.

Balance :
- when walking on he planks to cross from ship to ship
- a storm? maybe from a druid? the sea is rough, on some rounds, blanace checks are required not to fall

Use rope :
- The ennemy used a rope that cant be cut to lock the 2 ships together. Use rope to untie toe knot.

Escape artist :
- a sail is cut and falls on a PC. Escape artist to get free of it and the ropes.
DarthMidget

03-09-07, 08:48 AM
Thanks for the comments guys!

The breakdown of skills w/potential actions was just what I was looking for Cthulu! I especially like the falling sail/Escape Artist bit. Thanks!
dungeonmasterblog

03-09-07, 09:40 AM
Stormwrack is great but the old Arms and Equipment Guide also has some rules for ship to ship combat.

Dungeon Master
http://www.dungeonsdragonsblog.com
Sereno

03-09-07, 01:17 PM
If the PCs aren't actually commanding (or owners of) the boat they're on, you can handle the actual ship-to-ship combat as description. Just describe the catapults firing and sails being torn and masts sheared off but don't have any of it be directly affecting them.

You don't really need rules for "does the pirate's cannon hit" ... it hits if you want it to hit. The two ships could beat the tar out of each other (ruined sails, rigging, cracked decks awash with blood) and the PCs still be ready for the fight. Just throw in a couple "roll a Reflex save" to dodge falling debris and you're set! :)

Then move to closer combat with sailors on both sides using missile weapons and magic. Just use the normal rules for missile combat.

Then grappling and boarding and melee. Normal melee rules.
DarthMidget

03-09-07, 03:08 PM
That's probably what I'll do Sereno. The PCs are 'in-charge' of the ship, but they won't be manuevering it since well, they don't know much about sailin'.
Sereno

03-09-07, 03:22 PM
That's probably what I'll do Sereno. The PCs are 'in-charge' of the ship, but they won't be manuevering it since well, they don't know much about sailin'.

Yeah ... I've done that with my PCs, before. They're in charge in the sense that the get on board and tell the captain, "Take us to the Sunset Isles." And, he does it. Not that they're working the ropes and the sails and checking the charts, themselves.

However, you'd probably need to handle things a little differently if one of the PCs actually had Profession(Sailor) ... just to be fair.

However, it's much easier to paint a dramatic mental picture without needing to resort to rolling dice for catapult launches and all that. It's much easier to describe a wild naval battle, than trying to decide the AC/hit points of a mast vs. the damage of a catapult stone....

Watch Pirates of the Carribean, work from there. How many times did Will Turner, Elizabeth or Jack Sparrow get hit by shrapnel, splintered wood or the like! :)