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Thread: Chase Rules & Pirates

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    Default Chase Rules & Pirates

    Looking at the Chase rules, esp. Vehicular, how should I apply that to ships? Or at least, what are you suggestions? I'm mainly thinking sailing ships, esp. galleons, ships of the line, sloops, etc. I may just be hitting a mental block with the rules only referring to automobile chases (I'll be getting to Bullit later...). Also, how would the chase effect the non-piloting characters, such as using a looking glass, firing cannon? The RAW saw that any other character's action are difficult, but ships are made for this, right?

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    :confused: Hello? *bump*

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    I'll have to take a look at the RAW, but IIRC, the RAW reflects
    individual opponents, and smaller and more agile moving objects.

    Ships provide a more stable platform from which others not directly
    involved in the chase maneuvers may take action which can affect
    the chase (i.e, while the captain and crew directly responsible for
    ship movement are busy with difficult actions, others on
    deck have less immediate concerns - so they can fire missile weapons,
    use a spyglass, etc. at a less than difficult level. However,
    there is still some degree of difficulty - ship movement during a chase
    is hardly smooth, and one must still take care to cover if the opponent
    is firing as well.

    -V

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    I told by my older bro that RQIII had ship chase rules, but they dealt more with Greek triremes, as opposed to galleons & sloops. Any suggestions, if RAW gives no clues? (Think outside the yellow book!!)

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    Interesting question...In a BRP/D20-ish Pirates campaign I ran, I found that simple skill rolls for the captain, crew and modified by the ship and environmental factors worked well for me.

    For an in-depth treatment of pirate style combat I used GURPS Swashbucklers. I also bought Swashbuckling Adventures (it's D20, but not bad...) and Seafarers Handbook by Fantasy Flight Games (part of their Legends and Lairs line)...that one is D20 and sort of sucky, but did have some niftiness, but not enough to buy it.

    If I remember correctly, the PC's were basically all Bridge Crew...

    The Captain
    The Helmsman
    The Gunner
    The Master at Arms

    Basically the Captain made rolls affecting the ship as a whole
    The Helmsman actually "drove" the ship
    The Gunner made rolls to shoot the guns
    The Master At Arms decided when/where and how many men to board with...

    I "abstracted" the rest of the crew in combat (though I did have about 20 NPC's on the ship...) so that the players either rolled for their PC's or they "led" their portion of the ship (via rolls).

    I hope that helps.
    -STS

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    Does anyone have MRQ Pirates and have opinions on it?

    I'd probably use a series of opposed rolls straight out of the current system:

    Scan to determine at what range the enemy is spotted.
    Luck for location of enemy vs. yourself (direction, wind, currents, etc.).
    A series of opposed Shiphandling roles to determine if the ships close or not:
    • Identical successes keep ships at same distance.
    • Different levels open or close range.
    • In either case, I'd provide hefty bonuses for ship/sail/crew.
    If they do close, the continue with Shiphandling to bring guns to bear.
    Use a gunnery skill (perhaps rank the crew as a group?) to determine accuracy. Roll damage.

    That's my idea without sitting down and reading what's actually there. Btw, I could pass on the entirety of the RQIII ship rules pretty easily if you want them. My understanding is that Elric! had better rules, but I've never used them. I'll look into them.

    The division into Captain, Helmsman, etc. is pretty good and reminds me of playing Star Trek RPG back in the 80s with an associated ship-to-ship combat system. I don't remember the exact names (wasn't mine), but I do remember us playing lots of battles and not bothering with roleplaying adventures much.

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    Quote Originally Posted by sladethesniper View Post
    Interesting question...In a BRP/D20-ish Pirates campaign I ran, I found that simple skill rolls for the captain, crew and modified by the ship and environmental factors worked well for me.

    ...

    If I remember correctly, the PC's were basically all Bridge Crew...

    The Captain
    The Helmsman
    The Gunner
    The Master at Arms

    Basically the Captain made rolls affecting the ship as a whole
    The Helmsman actually "drove" the ship
    The Gunner made rolls to shoot the guns
    The Master At Arms decided when/where and how many men to board with...

    I "abstracted" the rest of the crew in combat (though I did have about 20 NPC's on the ship...) so that the players either rolled for their PC's or they "led" their portion of the ship (via rolls).
    Quote Originally Posted by RMS View Post
    Does anyone have MRQ Pirates and have opinions on it?

    I'd probably use a series of opposed rolls straight out of the current system:

    Scan to determine at what range the enemy is spotted.
    Luck for location of enemy vs. yourself (direction, wind, currents, etc.).
    A series of opposed Shiphandling roles to determine if the ships close or not:
    • Identical successes keep ships at same distance.
    • Different levels open or close range.
    • In either case, I'd provide hefty bonuses for ship/sail/crew.
    If they do close, the continue with Shiphandling to bring guns to bear.
    Use a gunnery skill (perhaps rank the crew as a group?) to determine accuracy. Roll damage.

    That's my idea without sitting down and reading what's actually there. Btw, I could pass on the entirety of the RQIII ship rules pretty easily if you want them. My understanding is that Elric! had better rules, but I've never used them. I'll look into them.
    I like the division of tasks/rolling responsibilities. It keeps the limelight on everyone. And those roles work, because of the number of players I should *crossing fingers* have.


    Now, I'm just curious for suggestions to handle failures in the chase. The RAW have the vehicles involved fishtailing, swerving, etc. What happens when a ship, a sailing galleon for example, fails its chase rolls?

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    I think the situational modifiers for the RAW Chase Rules will fit
    for skill modifiers for those on deck not actively engaged in
    the run/pursuit.

    Things like Wind (-10%), Heavy Rain (-20%)/Rain (-10%) (for the spray),
    At maximum Speed (-10%) and Oily/icy (-20%) (for the deck slipperiness
    and movement). In any combination. And, perhaps success levels for
    the respective rolls by the captain, pilot, and sailing/rowing crew could
    affect things as well, both positively and negatively.

    I'll dig out my Sailing the Seas of Fate as well as the Conan
    supplement Pirate Isles to see what rules they have. I may have
    MRQ Pirates somewhere as well.

    -V

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    I'll base some sea combat on this thread in the Cursed Pirates adventure set I'm working on, if nobody minds

    Any suggestions as to what to roll for cannon damage?

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    Quote Originally Posted by Naed Yar View Post
    What happens when a ship, a sailing galleon for example, fails its chase rolls?
    With a normal failure for the chasing ship, I would expect it to be something
    with the rigging (a sail is ripped, etc.), and for the ship that is chased it could
    be something like "stolen wind" (the ship chasing it blocks the wind with its
    own sails).
    A critical failure could be the same for both ships, for example the rudder
    breaks or a major piece of the rigging comes down (potentially hitting some-
    one).
    It should not be difficult to find more examples of what can go wrong with a
    little search on the internet - and you would get the right English termino-
    logy, which I do not know well.
    "Mind like parachute, function only when open."
    (Charlie Chan)

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