I'm running through a few simulated/solo encounters in Sea of Blood to ensure I am reasonably comfortable with the rules when our campaign starts in a few weeks and I've run into a couple of issues:
(1) RE: canons - can the heroes spend fatigue to roll additional black dice and/or replace with silver/gold dice like a normal attack? I assume so since it is an attack...
(2) RE: encounters - the heroes seem to be at a severe disadvantage in early combat encounters (1 cannon versus 2 - 4) such that their only viable option is to flee; additionally, moving the ship starboard or port to flee off the side is an iffy proposition without spending fatigue every turn. Add current and rocks and it's a recipe for disaster. Is this "imbalance" corrected as the heroes gain XP and upgrade or is a house rule worthwhile?
I was thinking of adding a house rule whereby the hero could roll one additional white die (in addition to his melee trait dice) when manning the helm to improve lateral movement. However, based on a house rule proposed by a previous poster, I thought I would balance that by requiring that a hero ship can only flee off the far edge of the ocean map; the lateral movement being helpful to steer around obstacles and maintain a safer distance from the overlord ship's cannons while making the run.
This house rule seemed to balance out the encounters during the few solos I ran through with the Overlord still defeating the heroes half the time. But, like I said, I don't want to add a house rule if the issue will correct itself as the campaign progresses.
Any thoughts or advice?