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Good Sailing/Seafaring Sourcebooks?
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<blockquote data-quote="Calico_Jack73" data-source="post: 1443913" data-attributes="member: 14403"><p>Sounds good! Skull & Bones makes cannon an intergral part of naval combat with their system. They also have rules for the various types of shot that was most commonly used. Grapeshot basically turns your cannon into a shotgun and while it doesn't do too much damage to the ship it does kill a large number of the crew. Ball & Chain also won't damage the hull so much but it does kill a fair amount of the crew AND it is great for slicking through rigging and masts. Heated shot starts fires which are the biggest threat to a ship but it has it's own dangers as the red hot ball shot may ignite the gunpowder in the cannon before it is fired.</p><p>I also like the Prestige Classes in Skull & Bones since they have classes that reflect the classic fencing styles of the day. The Spanish method involves turning fencing into a mathematical equation involving circles (think Mask of Zorro and you aren't too far off). They have Italian styles, French styles, German and English styles. It also has a great magic system reflecting Voodoo. IMC I have my players use these PrCs instead of the Duelist because they offer a much richer feel and each style is unique. There are also setting specific feats (benefits), neutral feats (benefits and penalties), and flaws (negative feats).</p><p></p><p>I've rambled on long enough... suffice it to say Skull & Bones is my personal pick for any seafaring campaign. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Calico_Jack73, post: 1443913, member: 14403"] Sounds good! Skull & Bones makes cannon an intergral part of naval combat with their system. They also have rules for the various types of shot that was most commonly used. Grapeshot basically turns your cannon into a shotgun and while it doesn't do too much damage to the ship it does kill a large number of the crew. Ball & Chain also won't damage the hull so much but it does kill a fair amount of the crew AND it is great for slicking through rigging and masts. Heated shot starts fires which are the biggest threat to a ship but it has it's own dangers as the red hot ball shot may ignite the gunpowder in the cannon before it is fired. I also like the Prestige Classes in Skull & Bones since they have classes that reflect the classic fencing styles of the day. The Spanish method involves turning fencing into a mathematical equation involving circles (think Mask of Zorro and you aren't too far off). They have Italian styles, French styles, German and English styles. It also has a great magic system reflecting Voodoo. IMC I have my players use these PrCs instead of the Duelist because they offer a much richer feel and each style is unique. There are also setting specific feats (benefits), neutral feats (benefits and penalties), and flaws (negative feats). I've rambled on long enough... suffice it to say Skull & Bones is my personal pick for any seafaring campaign. :D [/QUOTE]
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