Pirates and d20

Bob Aberton

First Post
I myself would like to point out that regular DnD rules are not incompatible with swashbuckling campaigns (case in point, my own swashbuckling campaign, although it's focus is on a merchant ship and her crew, not a pirate ship).

The chance of falling in the water and drowning (along with the inevitable problem of rust in a damp, salty environment, and the use of the Parry Rule), tends, I find, to discourage the use of heavy armor by the characters (and also their opponents, thus making everything balanced).

As to the havoc a Fireball or Lightning Bolt can wreak on a ship, let me point out that there are defensive magics that can be used to counter these spells. Plus, if you have Broadsides!, there are certain spells which are tailored expressly to counter the effects of Lightning Bolt, Fireball, and etc., namely the spell Soak, which protects a given area of the ship (rigging, deck, hull, sails, what have you) from fire, both magical and ordinary.

Also, Lightning Bolt should not be able to do too much damage to the hull of a wooden ship, and even if it did make a small hole, the ship's pumps ought to be able to keep up with the leak. You'd be surprised at how many holes a sailing ship back in the day could have below the waterline and still float.
 

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nick

First Post
There used to be a cartoon "Pirates of Dark Water" that I thought could be made into a suitable campaign, but never got around to converting it. Also wanted to say that the multi-level model ship looks quite impressive.
 

Bob Aberton

First Post
I myself would like to point out that regular DnD rules are not incompatible with swashbuckling campaigns (case in point, my own swashbuckling campaign, although it's focus is on a merchant ship and her crew, not a pirate ship).

The chance of falling in the water and drowning (along with the inevitable problem of rust in a damp, salty environment, and the use of the Parry Rule), tends, I find, to discourage the use of heavy armor by the characters (and also their opponents, thus making everything balanced).

As to the havoc a Fireball or Lightning Bolt can wreak on a ship, let me point out that there are defensive magics that can be used to counter these spells. Plus, if you have Broadsides!, there are certain spells which are tailored expressly to counter the effects of Lightning Bolt, Fireball, and etc., namely the spell Soak, which protects a given area of the ship (rigging, deck, hull, sails, what have you) from fire, both magical and ordinary.

Also, Lightning Bolt should not be able to do too much damage to the hull of a wooden ship, and even if it did make a small hole, the ship's pumps ought to be able to keep up with the leak. You'd be surprised at how many holes a sailing ship back in the day could have below the waterline and still float.

Certain spells, like Storm of Vengeance, can have a devasting effect on a ship, however, and rightfully so (The Tempest , anyone?). However using Broadsides! rules, a well found ship have a fair chance of weathering even those spells.
 

Bob Aberton

First Post
I myself would like to point out that regular DnD rules are not incompatible with swashbuckling campaigns (case in point, my own swashbuckling campaign, although it's focus is on a merchant ship and her crew, not a pirate ship).

The chance of falling in the water and drowning (along with the inevitable problem of rust in a damp, salty environment, and the use of the Parry Rule), tends, I find, to discourage the use of heavy armor by the characters (and also their opponents, thus making everything balanced).

As to the havoc a Fireball or Lightning Bolt can wreak on a ship, let me point out that there are defensive magics that can be used to counter these spells. Plus, if you have Broadsides!, there are certain spells which are tailored expressly to counter the effects of Lightning Bolt, Fireball, and etc., namely the spell Soak, which protects a given area of the ship (rigging, deck, hull, sails, what have you) from fire, both magical and ordinary.

Also, Lightning Bolt should not be able to do too much damage to the hull of a wooden ship, and even if it did make a small hole, the ship's pumps ought to be able to keep up with the leak. You'd be surprised at how many holes a sailing ship back in the day could have below the waterline and still float.

Certain spells, like Storm of Vengeance, can have a devasting effect on a ship, however, and rightfully so (The Tempest , anyone?). However using Broadsides! rules, a well found ship have a fair chance of weathering even those spells.

Btw, I highly recommend Broadsides! for your swashbuckling needs. Incredibly detailed and realistic as to the speed, design, handling capabilities, etc, of carracks, caravels, galleons, frigates, schooners (and more ships than you can shake a bowsprit at), and also the problems of navigation and naval combat, it still does not become bogged down and pedantic with the little things.
 

kenjib

First Post
Re: Re: Re: Pirates and d20

Templetroll said:


See it in the theater, it is that good.

There was a giggle of girls at the one I went to and when Orlando made his first appearance onscreen there was an audible gasp from them. It was most amusing.

Man, it happened in my theatre too. My wife likes him but I had no idea he was such a phenomenon. :)

By the way, Bob's game is great - by saying that the D&D rules aren't a great fit I was thinking more of traditional swashbuckling stories rather than fantasy swashbuckling. Traditional swashbucklers do not have the same kind of magic that D&D has, and it's not easy to take it out. Fantasy swashbuckling is fun too though!
 

Aeolius

Adventurer
'nuf said...
 

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blackshirt5

First Post
I've been working on converting Exalted, Final Fantasy, and the Darkstalkers setting to D20 rules; now I've got the overwhelming urge to run one of them as a seafaring campaign. :)
 

Nice that you mention Exalted...

...since I was going to say that Exalted's Savage Seas book is well worth anyones money. The thing has nice crunch, but it is crunch light. But the creamy content is extraordinary.

Lots of great stuff on a variety of maritime cultures, financing, the loss, preservation, and acquisition of maritime tech, incorporating fantastical elements into a seafaring culture.

I cannot recommend it enough.

Also very nice since it is the one book on naval adventure I have looked at that includes any information on triremes and Classical style naval warfare.

Talk about your non-traditional pirate adventure, and yet you can see these sorts of things in all sorts of movies on Rome and Sinbad even has some pretty neat mediteranean style moments.
 

JPL

Adventurer
Well, I saw PotC, and I recommend it without reservation to one and all.

Then I bought Swashbuckling Adventures.

I'm still wrapping my head around the anachronistic nature of the default campaign world...Vikings still roam the seas, the French Revolution is in full swing [and opposed by the Musketeers?]...But like a good pirate, I takes what I wants and throw the rest overboard...
 

GMSkarka

Explorer
The design team at Adamant Entertainment, who designed SKULL & BONES for Green Ronin, includes myself, T.S. Luikart, and Ian Sturrock (Slaine, Judge Dredd, the forthcoming Conan RPG, etc.).

We are all pirate afficianados, well-versed in the literature, the films, and the history (Both Sturrock and myself have participated in living-history re-enactments and LARPS based on the Golden Age of Piracy, on both sides of the Atlantic).

We are also pleased as (rum) punch to announce that we've entered into an agreement with Green Ronin, securing permission for Adamant Entertainment to produce adventures and support materials for SKULL & BONES upon it's release.

For more details, check out the Publisher's forum.

GMS
 

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