This system
for naval combat is 98 pages long, 1 page front cover, 4 pages of
advertisement, 3 pages of SRD, 1 page ToC and 1 page back cover, leaving us
with 88 pages of content.
So here we
are - by now the third naval combat system for Pathfinder - after Paizo's
system fell flat of my expectations and after EN Publishing's book thoroughly
disappointed me, let's see whether this supplement can do the trick!
We kick off
this sourcebook, as is only prudent, with an explanation of the terminology
used as well as a handy diagram that explains how a ship is positioned in
relation to the wind. In order to have a ship, one requires ship
construction-rules - these are very concisely-presented here: Essentially, each
vessel has locations, which could be thought of as 20-foot cubes that can be individually
targeted by hostiles. How you place your locations is mostly up to you, though
you have to adhere to certain conventions regarding length and breadth and
height, allowing you to also add additional decks by stacking multiple
locations atop one another. It should be noted, that one hull location could
contain one or several decks, though! Each location-cube belongs to one of two
classes - hull or rigging. Both types have different stats, costs etc. and
their relationship has crucial consequences regarding the ship's attributes.
Attributes?
Yes, ships have a str-score of 30+no. of hull locations + build modifiers and
they also have a dexterity of 10+rigging locations-hull locations + build
modifiers. (The latter, in case you're wondering, offer the choice between
sleek and broad hulls. Ship armor-class is calculated just like with a regular
character, though rigging is slightly harder to hit. It should also be noted
that the rules depict not only touch AC (should you ever require it), but also
the susceptibility of a ship from below the waves in a rather interesting
manner and that they aren't silent on this matter either regarding AC. Carrying
capacity, hit points - all of that is very intuitive and makes creating ships
and grasping the system exceedingly easy.
Now where
things get slightly more complex would be with movement - your ship has 3
movement rates, or speed values. Each point of speed roughly corresponds to 20
feet of movement - but why not simply go with the movement? The answer's
simple, really - you actually could do that. But speed is also a resource AS
WELL AS a restriction. Ships have no brakes in the traditional sense and thus
you *HAVE* to move the value of your speed rating each round - furthermore,
naval maneuvers like turns etc. have an associated speed cost. You thus have to
actually plan movement rather carefully, adding a VERY cool tactical dimension
to the combats that is easy to learn while offering opportunities aplenty for
strategies and finesse - after all, sailing against and with the wind modifies
your available speed. Putting essentially resource and restriction into one
value is, in my humble opinion, a stroke of genius. Of course, ships also have
a maneuverability and your ship's load influence how agile your vessel turns
out to be - again, the rules here are very much n line with how characters
work.
Now if
you're like me, then you tend towards a relative preference toward
simulationalist approaches - I tend to have my PCs track rations etc. For
people who prefer this additional spike of realism we get advanced rules herein
- the first of which would be the impact of wind speed on a vessel's speed
rating. More complex, yes, but rather easy to grasp. And if you don't think
that can be utilized for maximum awesomeness, I once ran an adventure based on
the absence of wind - essentially stranding the players on the equivalent of
the Méduse's grisly tale - no combats, just slow psychological descent into
madness as the veneer of civilization started to crumble. Glorious. Of course,
the more obvious use would be to handle ships sailing before a storm, as the
sidebar "Riders on the Storm" suggests. Now beyond sails, engines
(both steam-powered and alchemical, in varying efficiency-classes) and oars are
also handled, and once again parallel to characters, ships get their own CMBs
and CMDs and saves.
Saves? Yep.
Though as objects, ships are immune to will-saves, ref and fort-saves, while
hard to do, can be rationalized - which the pdf btw. also guides a DM through,
explaining how to narrate a successful save. As you could glean from me
spilling the beans about alternate means of propulsion, there are a lot of
customization options here - 8 sizes of cannons, rams, crow's nests - it's easy
and essentially just like equipping your character - locations having a certain
amount of space, i.e. slots. There you go - elegant and intuitive. Where there
are cannons, there better be grape shots, chain shots and the like and yes, for
everyone who despises gunpowder in their games, reskinning is always an option
here. Speaking of options - while cannonballs of a uniform size are the default
simplification for fun's sake, there are rules to explain how to handle
different cannonball-sizes, if you want that level of realism. the same holds
btw. true if you'd prefer realistic load times - these have been, due to the
presence of magic and to keep cannons cool, significantly shortened to between
1 and 3 full-round actions. For once, that's a simplification I will keep in my
game.
Now I've
mentioned grape shots. I shuddered upon reading this, for while the mechanics
of the grape shot are solid, they don't take individual ACs into account. Well...UNLESS
you take a look at yet another alternate rule that lets you take these into the
equation as well! Even before ship armor, miscellaneous equipment like fire
pumps, specific locations and the like come into the equation, we a thoroughly
customizable base system of rules that is concisely presented and easy to
learn, while providing just the level of realism you choose for your group.
Specific
locations? Yeah, from smuggling compartments to brigs, captain's quarters etc.,
we have quite a few customization options here.
But a ship
is only an object - we also need a crew. Recruiting a crew is done via
relatively simple rules...but what about morale? We are introduced to a new
loyalty-score, which is modified by the captain's level, his/her cha-mod and
the mods of navigators, chaplains etc. - oh, and lost battles, pay, time at
sea, charms and dominates - all of these are taken in. Additionally,
charismatic captains may actually inspire their crews! Now we all have seen
this: A basic issue in most naval combat systems would be that they degenerate
into a one-on-one between DM and the captain's player.6 officer roles, all with
benefits and vacancy penalties and special actions in combat does an excellent
job in engaging the WHOLE PARTY, even beyond the capabilities of the respective
classes that fill the roles. Now how does that work? Essentially, your players
roll initiative twice - once for the level of their characters and a second,
naval initiative wherein they may make the respective naval actions, ensuring
that they don't have to spend actions to encourage the crew when they'd rather
be flinging fireballs or swashbuckle
through the riggings. It seems counterintuitive at first, but in play it works
wonders - also due to each role using certain attribute-modifiers for their
respective naval initiative. Food, crew placement, crew advancement, officer
and enlisted roles - there isa neat level of detail going on here.
Now how
does naval combat work? First, the most upwind ship may claim the weather
gauge, which nets some bonuses (tough e.g. the +2 speed bonus may not fit in
all strategies...once again, careful deliberation...) - but only until another
ship manages to steal the weather gauge via skill or luck: Again, we have a
neat dynamic herein that expands the tactical possibilities of naval combat.
After that, the combat (with the exception of naval initiative) works much like
a regular combat - but there also are 13 special naval actions introduced
alongside 5 special attacks (including crossing the boards). We also get a
handy table for spotting ships, some new skill uses (Can you disguise a ship?
Yes, you can!) and an abstract, but relatively elegant way to determine losses
among the crew (and prevent them, if you're a ship's surgeon. Of course, there
is also the final resort of self-destructing engines, if available - and yes,
the consequences are dire and the situation narrative gold.
Of course,
as you're probably noted by now, specialists could have a field day here and
yes, if you're so inclined, then a total
of 9 feats allows you to improve your capabilities in that specific field -
which is awesome, for while the system does not require such an investment, it
rewards those that do. Now magic and naval combat is where a certain other
naval supplement came totally apart - so how does FaSB deal with it? In one
word: Perfectly. Instead of spamming us with useless over-specialized variants
of spells, we get new uses for spells: Chill/Heat
Metal+ cannon = useless cannon for duration of the spell. Zombie-crew?
Possible. Control Winds vs. Control Weather? Covered. Fabricate? Repairs ship-location. Prestidigitation can btw. be uses to
flavor gruel if food is scarce, thus offsetting the loyalty-penalty for eating
gruel all day. We also get 9 spells, one of which temporarily transforms a part
of the sea into GLASS., potentially trapping ships... Oh, and yes, there also
is a ghostly crew for the wholesome
necromancer captains among us.
Not content
with all of that? Why not build levitating ships? Ships made from bone, coral
or locations perpetually engulfed in flames? Masts that prevent casualties by
means of feather fall? Enchanted
bowsprits? Sails that steal souls? On the character level, what about enchanted
rum? Magical hammocks? Tiny mechanical monkey with an extradimensional holding
space? Harnesses that conjure forth ghostly whales to draw the ship? Yes. All
here.
Now so far,
we've limited ourselves to combat, ship-building and crew - but what about
pursuits? Fully covered. Terrain obstacles for naval pursuits? Easy creation
guidelines, various samples provided.
Don't want
to stat a lot of crew? We get quite a bunch of sample statblocks (though it
should be noted that they use Razor Coast's simplified gunpowder-rules), but
thus no gunslingers. The book mentions "Brace of Pistols" as a great
supplement and I concur, though I consider the absence of gunslingers still a
huge pity. Now while there are a lot f relatively generic statblocks, the
occasional weird one is in here to spice all up and sample characters galore
accompany this chapter.
Beyond a
pirate's song to sing and animated cannons, we also get full-color ship record
sheets, 5 sample ships and finally, a 1-page appendix of sample ship names.
Conclusion:
Editing and
formatting is still very good, though a couple of minor typo-level glitches
could be found herein. Layout adheres to a drop-dead gorgeous two-column
full-color standard. Artwork is mostly thematically fitting stock art and the
pdf comes fully bookmarked for your convenience. The hardcover of the book has
solid production-values, though the paper feels slightly thinner than in other
FGG-releases. The cover-illustration is a bit blurry in both the pdf and
hardcover and was probably not intended as such.
*Ähem* In
case you haven't noticed...look what's absent from this review: Yes. Serious
complaints. This system is hilariously easy to grasp, working with established
design-tenets and expanding them in a smart way that borders on being
brilliant. Neither in 3.X, nor PFRPG have I ever seen such a concise,
well-presented naval combat supplement - creating ships is exceedingly easy and
fast, naval combat proved to be engaging for the whole group instead of for
just one player and this supplement, unlike some books I've recently reviewed, does
a splendid job at NOT creating logic bugs in-game. At working with the system
and producing something that transcends and mops the floor with each and every
naval combat system I've seen so far, offering a surprising amount of easy
customization options and actually rewarding tactical combat decisions.
Strategy, fun, easily implemented and presented in a truly concise manner, Lou
Agresta & John Ling's "Fire as She Bears" is THE system for naval
combat: Whether it's "Skull & Shackles", "Razor Coast"
or something completely different - this supplement is a, let me emphasize
that, MUST HAVE.
Seriously.
Naval combat has never worked so smoothly, so seamlessly, so elegant. Heck, if
I ever run En Publishing's Zeitgeist-AP, I'll ignore "Admiral o' the High
Seas" and stat the ships with this. In spite of the work, the result will
make it worthwhile. This is the perfect blend of options, solid rules, toolkit
and makes for an extremely tight supplement, one I can't praise enough. I
wouldn't be Endzeitgeist if I had no complaints, though - the lack of sample
gunslinger-characters is a very minor detriment and honestly - I wished this
had been a massive 200+page book with even more options, items, naval actions,
magic items and sample ships.
...Yeah.
That's about all the negativity I can muster against this superb book. This is
non-optional. I want sequels...plural. Enchanted viking-ships, perhaps? After
all, the Northlands Saga is impending...
This
belongs into the library of each and every DM who only contemplates running
naval adventures, a superb offering if there ever was one and the system that
banished Mongoose's 3.0 "Seas of Blood" and Paizo's own system into
oblivion. It's that good. My final verdict will clock in at 5 stars +seal of
approval, in spite of minor flaws here and there as well as this being a candidate for my Top Ten of
2013. From here on out, this will be the only naval system that sees any use at
my table. Congratulations to the authors for a superb job!
Endzeitgeist
out.