| Post/Author/DateTime | Post |
|---|---|
| Fergal Stack12-06-05, 12:12 PM | I am starting a Pirate Type game, only with a little twist, instead of ocean it is floating island and such. I am including Firearms, which I found in the DM's guide, but I can not find cannons. I was thinking that I would compare muskets and pistols to Long and Short Bows to find out damage difference and range difference, then doing something similar with seige weapons. Has anyone ever included cannons in their game, and if so, what kind of damage/range would they have?? |
| Pellanor12-06-05, 12:18 PM | There's stats for Cannons in Stormwrack, a book about aquatic adventures. If you plan on running a pirate game I highley suggest it. Unfortunatly I don't have my copy on me, so I can't give you the stats for said cannons. |
| clarkvalentine12-06-05, 12:22 PM | I run a pirate game, in which cannon do anywhere from 2d10x10 to 4d10x10 (yes, times ten) for a direct hit with a cannonball, depending on the size of the cannonball. Cannonballs are intended to batter down ship hulls and fortress walls, and are very difficult to aim at a particular individual - when firing against personnel, you may want to treat them as a line spell attack and give targets in the line of fire a reflex save or half damage DC equal to the gunner's attack roll. When firing against targets like ships or castle walls, maybe make it an Intelligence- or Wisdom based ranged attack (figuring trigonometry or "eyeballing it" is more important than manual dexterity in shooting a cannon). For grapeshot, treat as a cone-shaped area effect spell, anywhere from 6 to 15d6 damage depending on size of the gun and range, reflex save for half damage DC equal to the gunner's attack roll (cover bonuses etc. add to the target's save ratehr than to AC). |