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<blockquote data-quote="TheSword" data-source="post: 9752963" data-attributes="member: 6879661"><p>I don’t know what do you mean by random difficulty curve?</p><p></p><p>Regarding ranges it is assumed that the pirates range outside of the shackles, and if they want to go pirate then they tackle merchant ships. Your own ship is a Rahadoumi merchantman taking by the Wormwood in the first ship combat. That voyage is about twenty days plenty of time to get down to the ports accessing the mwangi expanse or up to Rahadoum. Maybe your DM thought they had to stay in the shackles. Always difficult discussion the quality of an AP with the player rather than the DM. Even if they read it afterwards their own play experience always overshadows.</p><p></p><p>I think you’re doing the campaign a disservice in your description. The authors address up front and early that most players don’t want realistic extended ship to ship combat rules with multiple hours of chasing ships, helmsmen making all the checks, leaving everyone else twiddling their thumbs etc. considering that the ranged weapons are catapults and balistae they took the view that ship combat ultimately comes down to a boarding action and that’s what they focus on - combat against the officers of the ship and maybe a few of their handpicked crew. The rest are assumed to be fighting the rest of your men. This felt fine and sensible.m, but again, maybe it’s the setup.</p><p></p><p>I can recommend the 3pp supplement for Pathfinder - Fire As She Bears - which could be converted to 5e with ease. We used it for a couple of set piece battles to properly simulate the intricacies of ship combat. However with hindsight I agree with the pathfinder team. Even with this extended system it’s more fun and makes sense to just get across and take the helm.</p><p></p><p>[URL unfurl="true"]https://www.drivethrurpg.com/en/product/113418/razor-coast-fire-as-she-bears-pf[/URL]</p></blockquote><p></p>
[QUOTE="TheSword, post: 9752963, member: 6879661"] I don’t know what do you mean by random difficulty curve? Regarding ranges it is assumed that the pirates range outside of the shackles, and if they want to go pirate then they tackle merchant ships. Your own ship is a Rahadoumi merchantman taking by the Wormwood in the first ship combat. That voyage is about twenty days plenty of time to get down to the ports accessing the mwangi expanse or up to Rahadoum. Maybe your DM thought they had to stay in the shackles. Always difficult discussion the quality of an AP with the player rather than the DM. Even if they read it afterwards their own play experience always overshadows. I think you’re doing the campaign a disservice in your description. The authors address up front and early that most players don’t want realistic extended ship to ship combat rules with multiple hours of chasing ships, helmsmen making all the checks, leaving everyone else twiddling their thumbs etc. considering that the ranged weapons are catapults and balistae they took the view that ship combat ultimately comes down to a boarding action and that’s what they focus on - combat against the officers of the ship and maybe a few of their handpicked crew. The rest are assumed to be fighting the rest of your men. This felt fine and sensible.m, but again, maybe it’s the setup. I can recommend the 3pp supplement for Pathfinder - Fire As She Bears - which could be converted to 5e with ease. We used it for a couple of set piece battles to properly simulate the intricacies of ship combat. However with hindsight I agree with the pathfinder team. Even with this extended system it’s more fun and makes sense to just get across and take the helm. [URL unfurl="true"]https://www.drivethrurpg.com/en/product/113418/razor-coast-fire-as-she-bears-pf[/URL] [/QUOTE]
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