Tag Archives: combat

Geek Related Naval Combat Rules

I’ve covered guns and cannon, chases, mass combat – but what would a pirate game be without ship-to-ship combat? Now on the Rules You Can Use page is:

Naval Combat Rules (14 page pdf)

A navy ship and a pirate ship engaging each other on the open seas

For Pathfinder 1e, but easily adaptable to many others I think. It works in concert with the Geek Related cannon and mass combat rules and adds ship design and combat at sea.

I wrote an early version of this for Frog God Games and it got partially incorporated into Razor Coast: Fire As She Bears! But that work turned out pretty long and complicated, though very good, and for our game my players wanted naval combat but weren’t going to put up with 96 pages worth of it. Do get Fire As She Bears, though, it’s quite good, especially if you want to invest more in the naval combat ruleset part of your game. If you like these rules, they are directionally similar; I’ve been evolving mine over the intervening 10 years as we’ve used them to maximize flavor of our base case – small numbers of ships chasing, fleeing, and fighting with small numbers of cannon and the usual Pathfinder magic-and-monsters thrown in.

Pathfinder published some ship combat rules eventually for their Skull & Shackles adventure path but they suffer from the core problem of ships having one pool of 1600-ish hit points, which makes it either pointless to do the ship-to-ship combat and everyone just boards or, once you get high level, you swing the barbarian over there on a rope and sink it in a round. They did this because their adventure path quickly becomes PCs running squadrons of ships, not the feel I was going for.

The solution (from my rules, and in Fire As She Bears) is to break larger craft up into 10x10x10 squares and have each of those have hit points, with the added benefit of you can correlate crewmen (and PCs) to those areas. I used much lower hit points than even Fire As She Bears did – 50 hp per hull section instead of 150. In my campaign this was better suited to fast naval combats. PCs get impatient and always want to fly to the other ship; this made the PCs focus on keeping their ship safe and manning repair crews instead of just saying “it’ll be fine, we can just go melee kill.” But it’s still enough hit points (and enough hull sections) that they don’t just get blasted to flinders in a round. (Unless they go bother a ship of the line.) I also have fewer cannon per ship because they are newer, rarer, and more expensive in Golarion – FasB lets you pack like 4 9-pounders into a single hull section so “28-gun” and “49-gun” ships exist – in my game it’s more like 4 cannon a side is a well armed craft. (And also not hours of dice rolling for a single round of combat).

Anyway, once you have your ship and cannon, you gain the weather gage, maneuver trying to get closer or farther away; conduct maneuvers while trying to line up cannon shot, and so on. These are similar to these other naval rulesets.

Part of the real magic, however, is the range bands and speed checks. This is what makes the battles feel naval and not like sitting slugfests. The Skull and Shackles rules just make this “2 out of 3 sailing checks and you catch ’em”. But I bring in some ideas from my chase rules that make the positioning important, and not just a preface to a static combat. Your ship’s speed turns into a bonus to a Profession: Sailor check and if you can beat the other ship by 5, you can close (or increase) the range by a band.

We’ve been using these rules a lot over years and it’s very dynamic. You pull a little closer – now you’re in Medium range and can bring those 12-pounders (and fireballs) to bear! Oh no, they pulled away to Long range, try to hit their sails with the long nine chase gun! It hits the magic ratio of 2/3 of the combat is naval before finally 1/3 devolves into normal Pathfinder combat, and a full on naval battle beween fully armed ships with similarly-leveled crew is a showcase event that can take most of a game session. And it’s not a completely abstract minigame; you’re throwing your usual spells and shooting your usual bow or musket at the other ships.

Enjoy, and let me know how you find them!

Theater of the Mind

With D&D Next coming out soon, I’ve seen some questions from newer gamers who only have experience with 4e and maybe 3.5e about how to make combat work without using a tactical map or grid and miniatures, sometimes referred to as “Theater of the Mind” combat because all the description and positioning is happening in the participants’ imagination and not on a game board.  So I thought I’d take a moment to explain Theater of the Mind combat and how to make it a successful technique.

 I run theater of the mind combat preferentially. I can’t always get away with it in 3.5/Pathfinder, but in Basic and 2e days I did this exclusively, and most other RPGs assume it as the default and only option. We are even doing this more in Pathfinder nowadays as we grow increasingly bored with tactical tabletop combat and how long it takes. D&D Next/5e is fairly similar to 2e in metaphor so I believe most of these techniques will port well.

Theater of the mind provides quicker and, frankly, more interesting combat scenes – but the primary risk that comes with it is players feeling hosed, that too much of the power is in the GM’s hands, and that they keep getting told “No” arbitrarily when they want to reach someone in combat or whatever. This is why D&D had been moving more and more to minis and defined rules in the name of “player empowerment.” And of course with more feats and powers that have ranges on them, it’s unclear how to adjudicate flanking, range, etc. without a tactical map to rely on. Here’s how to do theater of the mind combat without reducing player agency.

Put information in your players’ hands.

Be clear with your descriptions. For this to work, you have to be clear and the players have to pay attention, or else you get a lot of “Well I wouldn’t have charged if I had heard there was a chasm between us and then…” Describe the most important elements (obstacles, opponents, how those opponents are armed) and don’t be afraid to reiterate it each round. Similarly, players should be detailed and repeat themselves – “And then I use my move action to move 30′ away from the rest of the group so that if they decide to area effect us I’m farther away, right, you heard me right GM?”

Even if not using a tactical map, putting a quickie room sketch on a whiteboard or whatever can help a lot – in our Pathfinder games nowadays, “mapping” is just the GM continuing to draw the map on the whiteboard, and rather than use a tactical map we just refer to that and say “I run over near that altar thing…” If pressed we add some X’s and O’s, football play board style, to show relative force dispositions.

In general, give the players the benefit of the doubt. Be generous in your interpretations; they are badass adventurers and you can fairly assume they’re making badass decisions. You’ll want to be fair and have a clear “take-back” policy for the table in case of mishearing – but it’s OK to not be too generous there, as it will encourage people to pay attention.

Put decisions in your players’ hands.

Firstly, let the players have some discretionary input into the narration. I learned my lesson on this playing Feng Shui, where I learned if the PCs are fighting in a pizza parlor and someone wants to pick up a pizza cutter and slash someone, getting out of the way of that as the GM and letting them declare there’s a pizza cutter nearby and use it without getting all up in their business has a lot of upsides – players who add to the environment are invested in the environment. After playing Feng Shui I was so much better as a D&D DM. Let them riff off the environment, only vetoing clear abuse.

You also want to encourage players to explain both what they want to do and “why” – their intent and stakes. “I want to move 15 feet” tells no one anything. “I want to get into flanking around the orc leader with Jethro, and I’m willing to risk an AoO to get there,” for example. Similarly, you as the GM want to state options and stakes to them – “You can do that, but there’s a chance that you’ll fall in that pit.” Some quick negotiation and being very specific help here. “I want to swing on the chandelier, and I’m willing to risk a fall,” says the player, envisioning a max of 2d6 damage based on the room description they heard, but the GM is thinking 10d6… If you wait till after the slip and fall to have that discussion the player gets irate; if you set the stakes up front everyone’s on the same page.

Put outcomes in your players’ hands.

Put the outcome in the PC’s hands, ideally via a die roll from some attribute of their character. So if they want to know how many creatures they can catch in their Burning Hands spell, you could respond “Two, but you can roll Spellcraft (or Int, or whatever) to try to get three, with the downside that if you fumble you’ll burn one of your buddies in melee with them.” I use this in naval combat in our current Pathfinder game – when a PC fireballs the other ship, how the heck do I know where every one of the 30 enemy crewmen are? I say “Roll Spellcraft,” and based on the result is how many pirates got fried. We have generalized the assist mechanic to be “success at 10, and then +1 for every 5 above that,” and it’s easy to quickly map effects onto success margins in that manner.

Same thing with movement. I have all my players convert their movement into an actual “Move bonus”, +2 per 5′ of movement, so a 30′ move is a +12, for example. (Side rant, the conception of movement as fixed when everything else in the system is a variable is one of the greatest missed opportunities in D&D design and all the other games that blindly inherit their metaphor from it.) “I want to get around that orc and flank him with Billy!” “OK, roll Move. You’re not even inside the door yet and there’s a bunch of other orcs, so I’ll call that DC 20, fail means you get to melee but not in flank, fail by 5 means someone AoOs you on the way.”

I also used a house ruled Luck stat in 2e to help determine other elements like “Who’s standing on the trapdoor?” Because if a player is rolling for it and/or making risk/reward decisions, then they feel that the outcome is in their hands and not yours.

One last thought – make character options that a PC has paid for worth it. Some options are hard to quantify if not on a battlemat (like the Lunge feat from Pathfinder). As the GM, you basically want to keep stuff like that in mind and give them a benefit for it from time to time. If, for example, you’re telling people they can’t reach opponents a good bit in battle, and someone has the Lunge feat, turn it into “you reached them!” automatically once every combat when they plead “but… Lunge!” Basically whatever the option is allegedly for, let it do that.