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Story Hour
Skull & Shackles (2E Conversion), solo campaign
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<blockquote data-quote="Owlbrarian" data-source="post: 8022129" data-attributes="member: 7024999"><p>So ship combat rules.</p><p></p><p>There are rules for ships in the Gamemastery Guide but I will admit that once I read and understood them I saw that they were...well quite lacking. They were basically rules for the DM to use if the players happen to be onboard a ship or a carriage when combat breaks out. They were not meant for long term use. </p><p></p><p>They for example have set levels for a ship. So a sailing ship is level 9 which means the PC’s would have had serious trouble making the piloting checks at level 3 but eventually they would have become trivially easy. Also the rules are the same for movement in a carriage as if you are on a sailing ship.</p><p></p><p>So I ended up making my own rules for them; a mixture of the original rules from the Skull & Shackles adventure path with rules from the Razor Coast and some Starfinder sprinkled in for good measure. The rules have undergone a few revisions at this point but I am pretty happy with them.</p><p></p><p>I married the 3 action system into the original rules making certain piloting actions take 2 actions or 3 actions depending. During combat a ship can target the Sails, Structure, Stearing, or Oars. Hitting the sails is often the best choice though it is a harder shot (in fact all but the structure is a bit harder to hit).Hitting the structure means the ship has to make a reflex save (dependent upon the ship and how good of a captain they are) or some of the crew is killed. What that looks like and what it is like for boarding is explained here: </p><p></p><p>When the PCs board the ship their crew does as well and they have a morale score rolled at the start of the ship combat (those that know of the Skull & Shackles fleet combat rules, this is more or less stolen from that). Each time they take “damage” a 1d4 is rolled. For the enemy crew this is how many of them die as a result of that action.</p><p></p><p>For the PCs I have them roll an additional 1d4 for each number rolled for the damage. For the additional rolls a 1 means that crew member dies, on a 2 they gain a permanent injury (like losing an arm or similar), and a 3-4 they are just knocked out. If one crew is knocked out the winning crew can start taking shots at the officers. Basically I have them roll a 1d4 and that is how many successful attacks they get against whomever they want to attack.</p><p></p><p>This has only happened once or twice and has always been the PCs crew defeating the enemy one.</p></blockquote><p></p>
[QUOTE="Owlbrarian, post: 8022129, member: 7024999"] So ship combat rules. There are rules for ships in the Gamemastery Guide but I will admit that once I read and understood them I saw that they were...well quite lacking. They were basically rules for the DM to use if the players happen to be onboard a ship or a carriage when combat breaks out. They were not meant for long term use. They for example have set levels for a ship. So a sailing ship is level 9 which means the PC’s would have had serious trouble making the piloting checks at level 3 but eventually they would have become trivially easy. Also the rules are the same for movement in a carriage as if you are on a sailing ship. So I ended up making my own rules for them; a mixture of the original rules from the Skull & Shackles adventure path with rules from the Razor Coast and some Starfinder sprinkled in for good measure. The rules have undergone a few revisions at this point but I am pretty happy with them. I married the 3 action system into the original rules making certain piloting actions take 2 actions or 3 actions depending. During combat a ship can target the Sails, Structure, Stearing, or Oars. Hitting the sails is often the best choice though it is a harder shot (in fact all but the structure is a bit harder to hit).Hitting the structure means the ship has to make a reflex save (dependent upon the ship and how good of a captain they are) or some of the crew is killed. What that looks like and what it is like for boarding is explained here: When the PCs board the ship their crew does as well and they have a morale score rolled at the start of the ship combat (those that know of the Skull & Shackles fleet combat rules, this is more or less stolen from that). Each time they take “damage” a 1d4 is rolled. For the enemy crew this is how many of them die as a result of that action. For the PCs I have them roll an additional 1d4 for each number rolled for the damage. For the additional rolls a 1 means that crew member dies, on a 2 they gain a permanent injury (like losing an arm or similar), and a 3-4 they are just knocked out. If one crew is knocked out the winning crew can start taking shots at the officers. Basically I have them roll a 1d4 and that is how many successful attacks they get against whomever they want to attack. This has only happened once or twice and has always been the PCs crew defeating the enemy one. [/QUOTE]
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