Wizkids Pirates for naval combat?

heirodule

First Post
Anyone have any advice for integrating wizkids Pirates of the Spanish main and other sets for naval combat encounters in D&D?

1) giving ship abilities and boosts based on PC stats?

2) using spells to enhance combat?

3) stats for sea monsters?

Anything else?
 

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heirodule said:
Anyone have any advice for integrating wizkids Pirates of the Spanish main and other sets for naval combat encounters in D&D?

You might check out the Pirates of the Spanish Main RPG they licensed to the Savage Worlds guys. It's a different system, but you can probably get some good ideas from them. You might even like the system enough to try it,

It's on my list of games to get once I get a new job.
 

I was going to say the same thing. The book is gorgeous, the ship rules are well done, and the game is designed to use the Wizkids ships.
 

heirodule said:
Anyone have any advice for integrating wizkids Pirates of the Spanish main and other sets for naval combat encounters in D&D?

1) giving ship abilities and boosts based on PC stats?

2) using spells to enhance combat?

3) stats for sea monsters?

Anything else?

I think it's better to use ships as fighing platforms in D&D. It gives everybody something to do. Moving ships around the sea trying to come into position for a broadside is more of a wargame.

That said, I have used PotSM-ships as airships in Eberron. The ships were used to determine relative position (and to deceive the players because the real pirates attacked from above). We ended up having a fight on the battlemat/shipdeck.

I think that if ship combat is going to be interesting (for all players) all characters need to be in charge of one ship each.
 

The problem I'd have with using the ship combat system in D&D is that it has a very un-D&D-ish death spiral. Whoever loses a mast first loses both health and attack power (and the fight at that point), which places extreme focus on whoever wins initiative. If you like death spirals, go for it...
-blarg
 

I'm with Frostmarrow. Having DM'd a party from 1st - 15th level in a Pirate-based campaign (complete with scale 3D Pirate ship from worldworks), I can tell you without reservation to keep the Sea Battles OUT!!

Nothing killed a game session faster than clearing the table, putting down little PotSM ships, drawing the wind compass and start the sea battles. Just sucked the life right out of the games.

It's MUCH better to simply "DM" it, saying something along the lines of "The ships rise and fall over the waves and the salt spray stings your eyes. "Ahoy" someone shouts as the ships approach each other, shots flying left and right and CRRRASSHHHH!!! They smash together as the hand-to-hand battles begin!!! Okay - roll initiative!"
 

Another vote for Pirates of the Spanish Main RPG. You can use any ship and marine encounter rules in Stormwrack, as you prefer.

Of course, you can also just use PotSM ship minis with any naval combat rules system. Close Action, Signal Close Action, WSIM, SPI's Fighting Sail, etc.

And I VERY much recommend this, btw. Playing a naval war game with minis is very, very cool. And as Langton Napoleonic Naval Minis are hard to find and fairly pricey- PotSM serves admirably. I love em for this purpose.

But somehow I think your questions was directed at RPGs...
 

I have to say that my experience with ship to ship combat in D&D mirrors Chairman7w's. I used the Broadsides!! rules from Living Imagination and it did just suck all the fun out of the game. I love the book and it's very, very well done, but, there's just too much going on in a ship to ship battle.

D&D doesn't work all that well when you have close to a hundred combatants. Just WAY too slow. And, ship to ship combat without cannons is BORING. :)
 

Hussar said:
D&D doesn't work all that well when you have close to a hundred combatants. Just WAY too slow.
Depends what system you use. I've worked in the 2E "Battle Systems Rules" for D&D combat scenarios with large number of forces and managed to still keep things fast paced.

Hussar said:
And, ship to ship combat without cannons is BORING.
Not when high-level spellcasters are involved. Toss around enough "Fireball", "Lightning Bolt" and "Summon Water Elemental" spells and you can have some rather exciting ship combat.
 

Hussar said:
I have to say that my experience with ship to ship combat in D&D mirrors Chairman7w's. I used the Broadsides!! rules from Living Imagination and it did just suck all the fun out of the game. I love the book and it's very, very well done, but, there's just too much going on in a ship to ship battle.


Well what I'm envisioning is playing out some of the naval battles with Pirates ships and rules. Pirates is a *very* simple game system, and we have at least 2 wargamers in out group, so I think they may enjoy the tactical challenge.

The suggestion that each PC gets a ship is good. May work in the context, of PC factions each having a ship or small fleet.

I'm envisioning something where PCs can emulate explorer, captain, helmsman, firepot specialist, etc with the right feats, skill ranks and or rolls. This is an eberron setting, so while we wont have cannons, we can subsume the canon rolls as representing arcane ballista or some such.

But, yes, we're playing a Pirates scenario for about an hour of the game session.
 

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