Kid Charlemagne
I am the Very Model of a Modern Moderator
I've been doing a lot of reading (OK, a lot of browsing of wikipedia articles) because I've got a ship captain PC and the PC's are going to be on his frigate for a good number of sessions in the next few months.
You may have heard the term "weather gage." It refers to who has the advantage of the wind. If you've got it, you can choose to attempt to attack, or to break off. If you don't, you can choose to flee, or to try and manouever to get the weather gage back from your opponent so that you can then attack.
In your case, the ships are clearly threatening, so they either have the advantage of the weather gage, or both sides are equally affected.
Two other things to keep in mind from a technical point of view is the rigging of the ships - some ships can tack closer to the wind and gain an advantage that way; also, some ships have shallower drafts and could try to escape pursuit by moving in closer to shore. Actually now that I think of it there are two other things - smaller ships may be more manouevrable, and lastly the quality of the crew can determine how well they respond to orders, and how much sail they can handle putting up.
The very last thing is that sea battles in real life took hours - if you can stay out of reach until nightfall, you're probably safe.
In my game, I'm still developing how to do this in a way thats fun. I run a 3.5 game, but I'm trying to tie a sort of Skill Challenge process into this - allowing as many different skill checks as possible to allow multiple PC's to contribute. The biggest one is Profession Sailor - I'd give a +4 to whoever has the weather gage, otherwise I'd go with a straight up skill challenge.
BTW, I like the Corsair rules from Adamant for ship stuff, though I treat naval battles in a much more free form way.
You may have heard the term "weather gage." It refers to who has the advantage of the wind. If you've got it, you can choose to attempt to attack, or to break off. If you don't, you can choose to flee, or to try and manouever to get the weather gage back from your opponent so that you can then attack.
In your case, the ships are clearly threatening, so they either have the advantage of the weather gage, or both sides are equally affected.
Two other things to keep in mind from a technical point of view is the rigging of the ships - some ships can tack closer to the wind and gain an advantage that way; also, some ships have shallower drafts and could try to escape pursuit by moving in closer to shore. Actually now that I think of it there are two other things - smaller ships may be more manouevrable, and lastly the quality of the crew can determine how well they respond to orders, and how much sail they can handle putting up.
The very last thing is that sea battles in real life took hours - if you can stay out of reach until nightfall, you're probably safe.
In my game, I'm still developing how to do this in a way thats fun. I run a 3.5 game, but I'm trying to tie a sort of Skill Challenge process into this - allowing as many different skill checks as possible to allow multiple PC's to contribute. The biggest one is Profession Sailor - I'd give a +4 to whoever has the weather gage, otherwise I'd go with a straight up skill challenge.
BTW, I like the Corsair rules from Adamant for ship stuff, though I treat naval battles in a much more free form way.