Lanefan
Victoria Rules
Even a one-minute round might end up being unrealistically short in many situations. My suggestion is to make the round length highly malleable to suit the situation.
- Rounds are 1 minute. It should be mentined in there. Cannons will have a range that's probably measured in squares as well ft (and will be way high, unlike current 5e siege weapons).
The wind, however, will not always be "strong".
- Having strong wind hit the side of your ship brings a not remote chance of capsizing the ship, you're going to have to be careful to do anything but stay alive in those circumstances (at least that's the flavor). There not really a huge amount of granularity allowed by a system that only lets you go in 8 directions, so better tacking is just going to have to come down to a ship's Dex.
There's no escaping it - you're going to have to add more granularity here to account for the effects of different wind speeds. Very light winds, for example, are going to greatly stretch your round length* as the ships take longer to get into position, but cause zero damage to the ships. Strong or gale-force winds, however, can pose a real problem...and make it more difficult to aim weapons as the ship will probably be heeled over some if sailing at any angle to the wind. (that's one thing that's always really bugged me about the climactic battle in the maelstrom in Pirates III: they're blasting each other with cannons but, given the angle of the ships' decks, at least 99% of their shots at each other would go straight into the water)
- Needed to add some stakes to the skill challenge, plus spars and masts can break if stressed enough under wind.
* - unless two or more ships are near-stationary and just whaling away on each other with broadsides; in which case the round length will be determined only by how long it takes to reload their weapons.