the Jester
Legend
I'd mostly handwave it. I'd prolly make a chart first- something to roll on every round for the "Npc section" of the battle. Something like this, where if the pirates have the 'edge' the roll is modified by -2 and if the crew has the 'edge' the roll is modified by +2, with modifiers gained being cumulative as one side or the other gets the momentum of battle on their side:
Roll 2d6 and Consult the Chart Below:
1 or lower- Crew breaks and attempts to surrender
2- Pcs' ship aflame!
3- Pirates gain edge (-2 to rolls on this chart); 1d4 crew defeated and out of the fight
4- 1 pirate recovers and returns to the fight (-1 to rolls on this chart)
5- Damage to pcs' ship
6- Pirates press the attack; 1d4-2 crew defeated and out of the fight (minimum 0); if at least one crew goes down, -1 to rolls on this chart
7- Lull in fighting, modifier to chart reduced by 1
8- Crew presses the attack; 1d4-2 pirates defeated and out of the fight (minimum 0); if at least one pirate goes down, +1 to rolls on this chart
9- Damage to pirate ship
10- 1 crewman recovers and returns to the fight (+1 to rolls on this chart)
11- Crew gains edge (+2 to rolls on this chart); 1d4 pirates defeated and out of the fight
12- Pirate ship aflame!
13 or higher- Pirates break and attempt to flee
I'd probably also include modifiers for the pcs' actions- for every non-minion pirate they fell, they gain a +1 modifier to the rolls on the chart; make a Diplomacy check, medium DC, to gain a +1 modifier on the chart; etc.
Mostly, though, I'd handwave it.
Roll 2d6 and Consult the Chart Below:
1 or lower- Crew breaks and attempts to surrender
2- Pcs' ship aflame!
3- Pirates gain edge (-2 to rolls on this chart); 1d4 crew defeated and out of the fight
4- 1 pirate recovers and returns to the fight (-1 to rolls on this chart)
5- Damage to pcs' ship
6- Pirates press the attack; 1d4-2 crew defeated and out of the fight (minimum 0); if at least one crew goes down, -1 to rolls on this chart
7- Lull in fighting, modifier to chart reduced by 1
8- Crew presses the attack; 1d4-2 pirates defeated and out of the fight (minimum 0); if at least one pirate goes down, +1 to rolls on this chart
9- Damage to pirate ship
10- 1 crewman recovers and returns to the fight (+1 to rolls on this chart)
11- Crew gains edge (+2 to rolls on this chart); 1d4 pirates defeated and out of the fight
12- Pirate ship aflame!
13 or higher- Pirates break and attempt to flee
I'd probably also include modifiers for the pcs' actions- for every non-minion pirate they fell, they gain a +1 modifier to the rolls on the chart; make a Diplomacy check, medium DC, to gain a +1 modifier on the chart; etc.
Mostly, though, I'd handwave it.
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