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Seafarers Handbook
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<blockquote data-quote="Messageboard Golem" data-source="post: 2008784" data-attributes="member: 18387"><p><span style="color: blue"><strong>Introduction</strong></span></p><p></p><p>Finally I get to do the first review on a product at EnWorld! I have looked forward to this product and </p><p>will try to keep this review informative and concise, so hold you breath and prepare to dive into it. Good nautical supplements have not been found</p><p>in abundance for the longest time until suddenly last year Age of Exploration, Seas of Blood, Skull and Bones</p><p>and now finally the Seafarer's Handbook kicked the genre into gear. FFG have consistently delivered</p><p>high quality d20 supplements and this encouraged me to buy the Seafarer's Handbook first (that and the fact</p><p>that I'm a succor for Hardcovers). </p><p></p><p><span style="color: blue"><strong>The Basics</strong></span></p><p></p><p>The Seafarer's Handbook is a 176 page perfectly bound hardcover. The design style is reminiscent of </p><p>the other Legends and Lairs supplements: Traps and Treachery, Mythic Races and the upcoming </p><p>Spells and Spellcraft. The artwork is excellent to say the least. FFG have managed to choose</p><p>artists whose artwork is both cool and classical at the same time and I the illustrations in the </p><p>Seafarer's Handbook added tremendously to the atmosphere of the book.</p><p></p><p><span style="color: blue"><strong>Chapter by Chapter Analysis</strong></span></p><p></p><p><strong>Chapter 1: Seafaring Adventures</strong></p><p></p><p>This chapter is basically a miniature PHB for Undersea adventures. It includes:</p><p></p><p> - Races: 3 new races Merfolk (four subspecies), Half-Merrow (Merrow are aquatic ogres) and </p><p> Aquatic Elves (two subspecies). All the races are quite well-done and allow players access to what is basically </p><p> aquatic versions of Humans, Elves and Half-orcs. I few more races would have been nice though, </p><p> a Merfolk/Elf crossbreed, Sirines, Tritons and similar races would have made nice additions.</p><p> The races are well-done, however, continuing FFG strong grasp of the d20 mechanics. The </p><p> Half-Merrow might warrant ECL+1 instead of ECL+0 as it is but it would be in the very low end </p><p> of the ECL+1 category.</p><p></p><p> - Prestige Classes: Surprisingly only one Prestige Class made its way into this product. Its a </p><p> rather interesting class called the Reef Warrior. As a PC class it is of little value but </p><p> as an NPC class it is a good opportunity to introduce the alien nature of the aquatic races.</p><p></p><p> - Skills: Good practical walkthrough of the existing skills and their usage underwater. The </p><p> chapter also introduces one new skill: Alchemy (Underwater), which makes perfect sense. </p><p></p><p> - Feats: As with skills, we are first given a brief guide to applying existing feats underwater. </p><p> What follows is a large selection of really, really good feats. Many of the feats are - refreshingly -</p><p> not based around combat and those that are a most welcome addition to the evergrowing list of feats.</p><p> My personal favourites include: Barroom Brawler, Child of the Sea, Great Lungs, Naval Heritage,</p><p> Polar Bear Skin, Pressure Survival, and Weapons of Opportunity. There are really no bad </p><p> feats in here except maybe for Create Manikin. It's a great way to introduce Vodoo style magic to a setting but may be quite a tad overpowered. The two most interesting are Parry and Riposte, though, two feats whose mechanics</p><p> would be a very interesting addition to the core mechanics of the game (introducing them</p><p> as feats is a fine way to go about it nonetheless). Parry allows you to hold attacks and use </p><p> them as parries. You simply roll against a DC equal to your opponents attack roll - this is </p><p> the way parry was always supposed to be handled! With Riposte you are also allowed a free</p><p> follow-up attack on a succesful parry. (... as a sidenote: This is exactly similar to the </p><p> parrying/riposte mechanic of Danish rpg VP. FFG has a Danish Director. Wonder if there's a connection...)</p><p></p><p> - Equipment: Pretty much the usual stuff you'd expect: Goggles, Waterproof Scrolls and Swimming</p><p> Gear. The section includes 8 new aquatic armors, various tools and some weird stuff like </p><p> acid bulbs and Jellyfish Paste.</p><p></p><p> - Spells: Overall good stuff. An Undersea domain and a fair selection of aquatic-themed spells. </p><p> No campaign is really complete without Air Breathing, Whirlpool and the thoroughly missed</p><p> Tidal Wave (Tsunami from 2E Spells and Magic).</p><p></p><p> - Magic Items: The usual pretty much. A new weapon quality "Waterbane" and a three pages of </p><p> magical items. Some nice keepers here including Lacedon Cloak, Ring of Aquatic Survival, Sharkskin</p><p> and the horrible powerful artifact called Ship of the Gods (it fires fireballs - really!).</p><p></p><p> - Underwater Combat: This had particular interest to me and I was curious how it would add up to </p><p> Skip Williams's article Water, Water Everywhere in Dragon 291. The first nice addition is the</p><p> -1 penalty you gain to swimming checks underwater for each round you had to hold your breath. </p><p> A logical and welcome rule. Unlike Skip Williams, the Seafarer's Handbook applies different modifiers to the different</p><p> weapon types when you use them for attack underwater. Bludgeoning weapons suffer -6 while</p><p> Slashing suffer a -3 penalty (SW assigned a flat -2 per square swung through). The rules </p><p> in this section makes underwater combat a bit harsher but also more realistic. Furthermore, the</p><p> the rules for combat are a fair deal more complicated than Skip Williams simplified (but practical)</p><p> 3 Dimensional grid system. They take factors such as Positional Advantage, Balance and Buoyancy into account</p><p> using a longer (but very well done) mechanics. </p><p></p><p>The first chapter rounds of with a few notes on aquatic creatures ON LAND.</p><p></p><p><strong>Chapter 2: Seafaring Campaigns</strong></p><p></p><p>Chapter 2 features detailed descriptions of everything you'll need to run a seafaring campaign.</p><p>The chapter is divided into the following sections:</p><p></p><p>Adventures and the Sea: Elements of Sea Adventure, Coasts and Islands, Ships at Sea (Weather and Hazards), Seagoing Vessels </p><p>(Crew and Complement, Motive Power, Draft, and Underwater Vessels). </p><p></p><p>Ports of Call: Sea Trade, Politics, Mixing Cultures, Life in a Port City (this section includes</p><p>a sample city - Kaaluntor - a well-detailed and inspiring setting). </p><p></p><p>All in all this is a very good chapter. The material is a fairly captivating read and you'll </p><p>find most of it instantly useful. The Ports of Call section is probably the easiest to integrate</p><p>directly into your existing campaigns. Nothing beats the atmosphere of a harbour city does it? </p><p></p><p><strong>Chapter 3: Undersea Adventures</strong></p><p></p><p>I've always had a particular love for alien settings such as the Planes, The Underdark and </p><p>Dragonstar and "The Underwave" presented in chapter 3 is a fine addition to any campaign world.</p><p>It explores the intriguing world below the waves. You'll find details on Undersea Terrain and Environments, </p><p>Aquatic Civilisations. I especially enjoyed reading the sections about Undersea Dungeons. Exploring</p><p>a huge shipwreck at the bottom of the sea would be a really original adventure indeed. The section</p><p>on Lost Cities immediately brings images of adventurers searching for the lost treasure/knowledge</p><p>of an Atlantis civilisation to mind.</p><p></p><p>What follows is maybe the best single section of the book: The Underdeep. Its basically the Underdark of </p><p>the oceans. The Sunken Mountain, The Drowning Pit and the well-thought out trade city of Silentdark are </p><p>great places for your PCs to explore. In addition the section includes stats on Deep Drow in case</p><p>you want to torment your players further....</p><p> </p><p>The chapter concludes with a small selection of monsters: Aquatic Template (priceless), The Abyssal Shark (nasty - Deep Blue Sea sprung to mind instantly here),</p><p>Coral Golem (a logical contruct of the Underwave), Drowned Dead (Aquatic Zombies), and the </p><p>return of the Hippocampus (Aquatic Horse basically). All the monsters are very usable and pretty </p><p>generic - more would have been nice but spending more space on other details was a good decision overall. </p><p>We've got pretty of aquatic critters in d20 already....</p><p></p><p><strong>Chapter 4: Ship Construction</strong></p><p></p><p>I imagine that many have been awaiting detailed guidelines for ship construction, so here they are!</p><p>This chapter has everything: Detailed information about Hulls, Propulsion, Ship Castles, Weapons, Ship Qualities</p><p>(Feats for ships basically) and Hiring a Crew. All highly customisable. </p><p></p><p><strong>Chapter 5: Ship Designs</strong></p><p></p><p>This chapter presents 20 sample ship designs ranging from Ahenken-Athi's Floating Palace to the </p><p>Ghost Ship. You'll find classical ship types such as the Barbarian Longship, Cog, and Slave Ship, and</p><p>much more exotic ones like the Druid Lairship (think "Medieval Jacques Costeau" - this ship</p><p>gave me the idea for a great adventure all by itself) and the two submarines: The Deep Crawler and the Iron Whale.</p><p>The deck plans are well done and the ships are pretty cool. Looking forward to taking some of these babies</p><p>for a test ride....</p><p></p><p><strong>Chapter 6: Ship Combat </strong></p><p></p><p>Let is be said immediately: The naval combat system here is fairly complex and may bog down play a bit.</p><p>On the other hand the system seems to be a very good portrayal of naval combat and it should provide</p><p>just the right "epic" feel to a battle between to good ships and their crews. You'll find detailed</p><p>information of the effects damage has to the sails, deck and hull of a ship as well as a lengthy section</p><p>dealing with Fire! Finally, Ramming and Broadsiding, Boarding, and Swashbuckling is covered. You'll be wise to </p><p>give this a good read-through before you engage your PCs in naval battles and boarding actions. If you do</p><p>this book will definitely help you bring such combat situations to life.</p><p></p><p>Finally, we get 1½ pages of Sea Conditions and their effect on ships. The Weather Effects included</p><p>are Light, Moderate, Strong, Severe, Windstorm, Hurricane, and Tornado. Not particularly exciting but</p><p>essential nonetheless.</p><p></p><p><span style="color: blue"><strong> Conclusion </strong></span></p><p></p><p>If you want to take your adventures to (or below) the high Seas this book is just right for you. </p><p>It's a concise and essential guide that will cut down your workload considerably. I've often</p><p>considered running a long adventure in the aquatic realms but the lack of general detail given always put me off.</p><p>After buying this book, I am certain that my players will see there fair share of nautical adventures in the </p><p>months and years to come. This book will grow on you - trust me.....</p><p></p><p>-Zarrock</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2008784, member: 18387"] [color=blue][b]Introduction[/b][/color] Finally I get to do the first review on a product at EnWorld! I have looked forward to this product and will try to keep this review informative and concise, so hold you breath and prepare to dive into it. Good nautical supplements have not been found in abundance for the longest time until suddenly last year Age of Exploration, Seas of Blood, Skull and Bones and now finally the Seafarer's Handbook kicked the genre into gear. FFG have consistently delivered high quality d20 supplements and this encouraged me to buy the Seafarer's Handbook first (that and the fact that I'm a succor for Hardcovers). [color=blue][b]The Basics[/b][/color] The Seafarer's Handbook is a 176 page perfectly bound hardcover. The design style is reminiscent of the other Legends and Lairs supplements: Traps and Treachery, Mythic Races and the upcoming Spells and Spellcraft. The artwork is excellent to say the least. FFG have managed to choose artists whose artwork is both cool and classical at the same time and I the illustrations in the Seafarer's Handbook added tremendously to the atmosphere of the book. [color=blue][b]Chapter by Chapter Analysis[/b][/color] [B]Chapter 1: Seafaring Adventures[/B] This chapter is basically a miniature PHB for Undersea adventures. It includes: - Races: 3 new races Merfolk (four subspecies), Half-Merrow (Merrow are aquatic ogres) and Aquatic Elves (two subspecies). All the races are quite well-done and allow players access to what is basically aquatic versions of Humans, Elves and Half-orcs. I few more races would have been nice though, a Merfolk/Elf crossbreed, Sirines, Tritons and similar races would have made nice additions. The races are well-done, however, continuing FFG strong grasp of the d20 mechanics. The Half-Merrow might warrant ECL+1 instead of ECL+0 as it is but it would be in the very low end of the ECL+1 category. - Prestige Classes: Surprisingly only one Prestige Class made its way into this product. Its a rather interesting class called the Reef Warrior. As a PC class it is of little value but as an NPC class it is a good opportunity to introduce the alien nature of the aquatic races. - Skills: Good practical walkthrough of the existing skills and their usage underwater. The chapter also introduces one new skill: Alchemy (Underwater), which makes perfect sense. - Feats: As with skills, we are first given a brief guide to applying existing feats underwater. What follows is a large selection of really, really good feats. Many of the feats are - refreshingly - not based around combat and those that are a most welcome addition to the evergrowing list of feats. My personal favourites include: Barroom Brawler, Child of the Sea, Great Lungs, Naval Heritage, Polar Bear Skin, Pressure Survival, and Weapons of Opportunity. There are really no bad feats in here except maybe for Create Manikin. It's a great way to introduce Vodoo style magic to a setting but may be quite a tad overpowered. The two most interesting are Parry and Riposte, though, two feats whose mechanics would be a very interesting addition to the core mechanics of the game (introducing them as feats is a fine way to go about it nonetheless). Parry allows you to hold attacks and use them as parries. You simply roll against a DC equal to your opponents attack roll - this is the way parry was always supposed to be handled! With Riposte you are also allowed a free follow-up attack on a succesful parry. (... as a sidenote: This is exactly similar to the parrying/riposte mechanic of Danish rpg VP. FFG has a Danish Director. Wonder if there's a connection...) - Equipment: Pretty much the usual stuff you'd expect: Goggles, Waterproof Scrolls and Swimming Gear. The section includes 8 new aquatic armors, various tools and some weird stuff like acid bulbs and Jellyfish Paste. - Spells: Overall good stuff. An Undersea domain and a fair selection of aquatic-themed spells. No campaign is really complete without Air Breathing, Whirlpool and the thoroughly missed Tidal Wave (Tsunami from 2E Spells and Magic). - Magic Items: The usual pretty much. A new weapon quality "Waterbane" and a three pages of magical items. Some nice keepers here including Lacedon Cloak, Ring of Aquatic Survival, Sharkskin and the horrible powerful artifact called Ship of the Gods (it fires fireballs - really!). - Underwater Combat: This had particular interest to me and I was curious how it would add up to Skip Williams's article Water, Water Everywhere in Dragon 291. The first nice addition is the -1 penalty you gain to swimming checks underwater for each round you had to hold your breath. A logical and welcome rule. Unlike Skip Williams, the Seafarer's Handbook applies different modifiers to the different weapon types when you use them for attack underwater. Bludgeoning weapons suffer -6 while Slashing suffer a -3 penalty (SW assigned a flat -2 per square swung through). The rules in this section makes underwater combat a bit harsher but also more realistic. Furthermore, the the rules for combat are a fair deal more complicated than Skip Williams simplified (but practical) 3 Dimensional grid system. They take factors such as Positional Advantage, Balance and Buoyancy into account using a longer (but very well done) mechanics. The first chapter rounds of with a few notes on aquatic creatures ON LAND. [B]Chapter 2: Seafaring Campaigns[/B] Chapter 2 features detailed descriptions of everything you'll need to run a seafaring campaign. The chapter is divided into the following sections: Adventures and the Sea: Elements of Sea Adventure, Coasts and Islands, Ships at Sea (Weather and Hazards), Seagoing Vessels (Crew and Complement, Motive Power, Draft, and Underwater Vessels). Ports of Call: Sea Trade, Politics, Mixing Cultures, Life in a Port City (this section includes a sample city - Kaaluntor - a well-detailed and inspiring setting). All in all this is a very good chapter. The material is a fairly captivating read and you'll find most of it instantly useful. The Ports of Call section is probably the easiest to integrate directly into your existing campaigns. Nothing beats the atmosphere of a harbour city does it? [B]Chapter 3: Undersea Adventures[/B] I've always had a particular love for alien settings such as the Planes, The Underdark and Dragonstar and "The Underwave" presented in chapter 3 is a fine addition to any campaign world. It explores the intriguing world below the waves. You'll find details on Undersea Terrain and Environments, Aquatic Civilisations. I especially enjoyed reading the sections about Undersea Dungeons. Exploring a huge shipwreck at the bottom of the sea would be a really original adventure indeed. The section on Lost Cities immediately brings images of adventurers searching for the lost treasure/knowledge of an Atlantis civilisation to mind. What follows is maybe the best single section of the book: The Underdeep. Its basically the Underdark of the oceans. The Sunken Mountain, The Drowning Pit and the well-thought out trade city of Silentdark are great places for your PCs to explore. In addition the section includes stats on Deep Drow in case you want to torment your players further.... The chapter concludes with a small selection of monsters: Aquatic Template (priceless), The Abyssal Shark (nasty - Deep Blue Sea sprung to mind instantly here), Coral Golem (a logical contruct of the Underwave), Drowned Dead (Aquatic Zombies), and the return of the Hippocampus (Aquatic Horse basically). All the monsters are very usable and pretty generic - more would have been nice but spending more space on other details was a good decision overall. We've got pretty of aquatic critters in d20 already.... [B]Chapter 4: Ship Construction[/B] I imagine that many have been awaiting detailed guidelines for ship construction, so here they are! This chapter has everything: Detailed information about Hulls, Propulsion, Ship Castles, Weapons, Ship Qualities (Feats for ships basically) and Hiring a Crew. All highly customisable. [B]Chapter 5: Ship Designs[/B] This chapter presents 20 sample ship designs ranging from Ahenken-Athi's Floating Palace to the Ghost Ship. You'll find classical ship types such as the Barbarian Longship, Cog, and Slave Ship, and much more exotic ones like the Druid Lairship (think "Medieval Jacques Costeau" - this ship gave me the idea for a great adventure all by itself) and the two submarines: The Deep Crawler and the Iron Whale. The deck plans are well done and the ships are pretty cool. Looking forward to taking some of these babies for a test ride.... [B]Chapter 6: Ship Combat [/B] Let is be said immediately: The naval combat system here is fairly complex and may bog down play a bit. On the other hand the system seems to be a very good portrayal of naval combat and it should provide just the right "epic" feel to a battle between to good ships and their crews. You'll find detailed information of the effects damage has to the sails, deck and hull of a ship as well as a lengthy section dealing with Fire! Finally, Ramming and Broadsiding, Boarding, and Swashbuckling is covered. You'll be wise to give this a good read-through before you engage your PCs in naval battles and boarding actions. If you do this book will definitely help you bring such combat situations to life. Finally, we get 1½ pages of Sea Conditions and their effect on ships. The Weather Effects included are Light, Moderate, Strong, Severe, Windstorm, Hurricane, and Tornado. Not particularly exciting but essential nonetheless. [color=blue][b] Conclusion [/b][/color] If you want to take your adventures to (or below) the high Seas this book is just right for you. It's a concise and essential guide that will cut down your workload considerably. I've often considered running a long adventure in the aquatic realms but the lack of general detail given always put me off. After buying this book, I am certain that my players will see there fair share of nautical adventures in the months and years to come. This book will grow on you - trust me..... -Zarrock [/QUOTE]
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