hm, quick fire rule:
Each round as a "saving throw" at end of the round, per square on fire, roll a d6.
for normal materials on a 5 or 6 it goes out (normal ship's material).
For very flammable materials only goes out on a 6 (dry, tarry rigging, paper, lamp oil etc).
To catch fire, for each square next to a fire or struck by fire, roll 1d6
Flammable materials ignite on a 5 or 6
Very flammable ignite on a 3 to 6
Damp ignites on a 6.
Wet won't ignite (as in literally soaking)
If you are in a fire, take 1d6 damage for 1 square of fire, then add 1d6 per square the diameter increases out of that square to a maximum of 4d6, so:
Diameter 1 = 1d6
Diamater 3 =2d6
Diameter 5 = 3d5
Diameter 7 = 4d6.
to put a fire out, it should be a MOVE action to get water from over the side of a ship (hey it's not that easy! you can't just reach over and dip in, the bucket would need ot be on a rope etc), or minor action from dipping into a barrel or from a "fire chain", or the like.
Standard action to throw water up to 4 squares, area of effect is one square.
Make a Dexterity attack, not a strength one, as accuracy is important,
DC easy, or Moderate if lots of smoke, wind or being attacked.
On hit , 1 square of fire goes out,
on a second hit on the
same square that was burning, that square is now "damp".
A bucket of water will make any square that isn't burning "damp" and thus harder to ignite.
A bucket hit on a "damp square", will make that square "soaking" and thus cannot catch fire.
