The-Magic-Sword
Small Ball Archmage
Hey real quick, I'm in the middle of planning out a pirate hexcrawl west marches in PF2e, do you happen to have any resources for reading about ships and stuff? I'm trying to get a good handle on what classes of ship I'm writing up, speeds, and crew sizes. I was planning to let the players have access to hireling stuff for crews and get some larger ships later on (originally, because the base sailing ship in pf2e similarly takes too many people), but I'm hoping to get a handle on the smaller vessels.Heh, since sea campaigns are a bit of my thing, I'd point out that it's entirely plausible that the PC's ARE the crew. I mean, if you are doing historically accurate ships - as in around 15th maybe early 16th century ships, most of them would have crews of five or six. Ten at the most. The whole "hundreds of sailors", ship of the line, Pirates of the Caribbean is really, really anachronistic.
So, it's quite plausible that the PC's plus maybe one or two NPC's are the entire crew of a cog. If the PC's are just passengers, well, sure, leave it to the professionals. But, again, your crew is likely, maybe, a half dozen to a dozen NPC's. Losing one or two is a major deal. Those ships were SMALL.
Funny story. The Sea Ghost - the ship the PC's are supposed to get at the outset of Ghosts of Saltmarsh, is a very accurate Hansa Cog in all ways other than the fact that it is about twice the size of what it should be.A Hansa Cog is usually around 50 feet long and the Dutch used it to sail practically everywhere. The Sea Ghost is nearly a hundred feet long. It's freaking HUGE.
D&D sailing ships really are puny by modern standards. Heck, you don't even need a crew with a 50 foot boat in Canada. Two people can operate it. Not easily, but, it certainly can be done. Put an engine on it, and one person can operate it without too much difficulty. You don't even legally need a crew until 100 feet, IIRC.
I am shooting for Age of Sail incidentally and i'm happy to do some serious reading.
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