Sunglar
Explorer
Quandary! Can I do a “Pirate” campaign with 4th Ed as it is?
Hello all… First a disclaimer, I really don’t wish for this discussion to become an edition war, everybody has their own opinion and I respect them. I’m just wondering this and wanted to hear other opinions.
I’m planning a Fantasy Pirate campaign for a region of my homebrew, and have been wondering how well could 4th Ed work in that context.
The game will include ships, combat at sea, boarding actions, undead, lush jungles, secret island hideaways, exploration, guns, amazons, dinosaurs and even the odd ninja (Pirates vs. Ninjas how could I resist!)
This will not be the PHB POL but have some aspects in a way. The new cosmology, races, etc. presented in 4th Ed are not my main concern. The timeline is set 100 years in the future of the world, recent upheavals as a result of a campaign closing mega adventure have set the stage for the elements of the new edition to appear.
My concern, my biggest worry is, will the rules as they are support this campaign? I believe there are rules for guns in the Adventurer’s Vault, and worst case scenario I can try to write my own, or heck use crossbows as an equivalent. But here is the thing, what about taking away heavy armor from the classes that depend on it. I can’t see a full plate wearing, sword wielding, shield using fighter swinging from one ship to another, or trekking through the jungle, not in that getup.
Ranting alert! Let me refocus…
Big questions:
What options do you see to replace or at least compliment reliance on armor for some classes?
What aspects of this type of adventure (which I barely outlined I realize) you think may become problematic with the current rule set?
For armor I’ve considered stealing the rules for armor and defense (as far as they would affect AC) from SW but have really not taken a hard look at the consequences of this.
Just throwing this out there in case anybody cares to brainstorm with me!
All your opinions are appreciated in advance.
Hello all… First a disclaimer, I really don’t wish for this discussion to become an edition war, everybody has their own opinion and I respect them. I’m just wondering this and wanted to hear other opinions.
I’m planning a Fantasy Pirate campaign for a region of my homebrew, and have been wondering how well could 4th Ed work in that context.
The game will include ships, combat at sea, boarding actions, undead, lush jungles, secret island hideaways, exploration, guns, amazons, dinosaurs and even the odd ninja (Pirates vs. Ninjas how could I resist!)
This will not be the PHB POL but have some aspects in a way. The new cosmology, races, etc. presented in 4th Ed are not my main concern. The timeline is set 100 years in the future of the world, recent upheavals as a result of a campaign closing mega adventure have set the stage for the elements of the new edition to appear.
My concern, my biggest worry is, will the rules as they are support this campaign? I believe there are rules for guns in the Adventurer’s Vault, and worst case scenario I can try to write my own, or heck use crossbows as an equivalent. But here is the thing, what about taking away heavy armor from the classes that depend on it. I can’t see a full plate wearing, sword wielding, shield using fighter swinging from one ship to another, or trekking through the jungle, not in that getup.
Ranting alert! Let me refocus…
Big questions:
What options do you see to replace or at least compliment reliance on armor for some classes?
What aspects of this type of adventure (which I barely outlined I realize) you think may become problematic with the current rule set?
For armor I’ve considered stealing the rules for armor and defense (as far as they would affect AC) from SW but have really not taken a hard look at the consequences of this.
Just throwing this out there in case anybody cares to brainstorm with me!
All your opinions are appreciated in advance.