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Ship-to-ship fighting & dousing fire
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<blockquote data-quote="Silverblade The Ench" data-source="post: 4731523" data-attributes="member: 19083"><p>hm, quick fire rule:</p><p></p><p>Each round as a "saving throw" at end of the round, per square on fire, roll a d6. </p><p>for normal materials on a 5 or 6 it goes out (normal ship's material). </p><p>For very flammable materials only goes out on a 6 (dry, tarry rigging, paper, lamp oil etc). </p><p></p><p>To catch fire, for each square next to a fire or struck by fire, roll 1d6</p><p>Flammable materials ignite on a 5 or 6</p><p>Very flammable ignite on a 3 to 6</p><p>Damp ignites on a 6.</p><p>Wet won't ignite (as in literally soaking)</p><p></p><p>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:</p><p>Diameter 1 = 1d6</p><p>Diamater 3 =2d6</p><p>Diameter 5 = 3d5</p><p>Diameter 7 = 4d6.</p><p></p><p>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. </p><p>Standard action to throw water up to 4 squares, area of effect is one square.</p><p></p><p>Make a Dexterity attack, not a strength one, as accuracy is important, </p><p>DC easy, or Moderate if lots of smoke, wind or being attacked. </p><p>On hit , 1 square of fire goes out, </p><p>on a second hit on the <em>same </em>square that was burning, that square is now "damp".</p><p></p><p>A bucket of water will make any square that isn't burning "damp" and thus harder to ignite. </p><p>A bucket hit on a "damp square", will make that square "soaking" and thus cannot catch fire.</p><p></p><p><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Silverblade The Ench, post: 4731523, member: 19083"] 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 [I]same [/I]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. :) [/QUOTE]
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Ship-to-ship fighting & dousing fire
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