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<blockquote data-quote="Atomo" data-source="post: 4434087" data-attributes="member: 60918"><p>Hello, everyone.</p><p></p><p>I always was a fan of 7th Sea setting (for roll-and-keep mechanics). I though Théah as a very fun place to DM or play. The attempt to give D&D rules to the setting resulted in (my opinion) very flawed Swashbuckling Adventures to the 3E.</p><p></p><p>Now, we have the 4E. The new edition has many excelent rules, some bad ones, but overall it is a very good system to a more "swashbuckling" approach of combat. Just the thing needed to great 7th Sea campaigns. 7th Sea characters are "greater than life" since their conception. However, 4E does not give many rules to social interation, just the other strong point of 7th Sea. It is not just about combat with swords. Combat with pen and paper or with tongue is equally important in Théah.</p><p></p><p>And magic is more mysterious and unreliable in 7th Sea.</p><p></p><p>To go to the point: if I want create a Campaign in D&D 4E using the 7th Sea scenario, which change of rules you could suggest me? For instance, classes as fighter, rogue, warlord, and ranger will require just minor adjustments, but the other classes will be non-existent or deeply alterated. Which rules I could add to the social interations? How I could create the amazing "drama dice" without just reducing them to action points?</p><p></p><p>Any thoughts?</p></blockquote><p></p>
[QUOTE="Atomo, post: 4434087, member: 60918"] Hello, everyone. I always was a fan of 7th Sea setting (for roll-and-keep mechanics). I though Théah as a very fun place to DM or play. The attempt to give D&D rules to the setting resulted in (my opinion) very flawed Swashbuckling Adventures to the 3E. Now, we have the 4E. The new edition has many excelent rules, some bad ones, but overall it is a very good system to a more "swashbuckling" approach of combat. Just the thing needed to great 7th Sea campaigns. 7th Sea characters are "greater than life" since their conception. However, 4E does not give many rules to social interation, just the other strong point of 7th Sea. It is not just about combat with swords. Combat with pen and paper or with tongue is equally important in Théah. And magic is more mysterious and unreliable in 7th Sea. To go to the point: if I want create a Campaign in D&D 4E using the 7th Sea scenario, which change of rules you could suggest me? For instance, classes as fighter, rogue, warlord, and ranger will require just minor adjustments, but the other classes will be non-existent or deeply alterated. Which rules I could add to the social interations? How I could create the amazing "drama dice" without just reducing them to action points? Any thoughts? [/QUOTE]
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