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<blockquote data-quote="Alaxk Knight of Galt" data-source="post: 5518242" data-attributes="member: 4129"><p>The system is radically different from d20. As Pbartender pointed out, the system is roll and keep. The GM sets a target number (15, 20, and 25 are common) and will tell you what to roll (such as Fashion + Wits, or Fashion + Panache). You can make a case for rolling a different Knack + Trait combo, but the GM has final say if it will work or if it increases the target number.</p><p></p><p>Character creation is totally point buy. Nationality, Sorcery, Swordsmen Schools are the big choices you make here (like Race and Class in DnD).</p><p></p><p><strong>Avalon </strong>- This is the equivalent to England. Their magic is Glamour based around legends of mythical people (like Robin Hood). They get +1 to resolve and have a swordsman school that uses a sword and buckler.</p><p></p><p><strong>Castille </strong>- This is the equivalent to Spain. Their magic is control over fire (though the inquisition has managed to destroy it). They get +1 to finesse and their swordsman school revolves around dancing and fencing.</p><p></p><p><strong>Eisen </strong>- This is the equivalent to Germany. They have no magic, instead they get Dracheneisen, a super metal that makes the only armor still in use today. They get +1 to Brawn and their swordsman school uses a metal gauntlet and broadsword.</p><p></p><p><strong>Montaigne </strong>- This is the equivalent to France. Their magic is Porte, teleportation magic. They get +1 to panache and their swordsman school uses a fencing sword and dagger.</p><p></p><p><strong>Ussura </strong>- The Russian equivalent. Their magic is shape shifting. They get +1 to resolve but have no base swordsman school (though the Ussuran book introduces three: one for Axe, one for Mounted Archery, and one for Wrestling).</p><p></p><p><strong>Vendel / Vestenmannavnjar </strong>- The Holland and Norway equivalent (think business tycoons and vikings that don't get along with each other). Their magic (used by the viking side) is the creation of Runes. The get +1 to Wits and their swordsman school is based around large swords and wrestling.</p><p></p><p><strong>Vodacce </strong>- The Italy equivalent. Their magic is only passed to women and is about the manipulation of fate. They get +1 to Wits and feature a swordsman school that fights left-handed.</p><p></p><p>Combat resolution is typically much faster then d20 for the following reasons</p><ul> <li data-xf-list-type="ul">Few Modifiers to track - Very few buff exist in 7th Sea and it's rare to be receiving more then one</li> <li data-xf-list-type="ul">No combat grid or minitaure combat</li> <li data-xf-list-type="ul">Brute Squads - A group of enemy NPCs that act as one. If you hit a brute squad, one member of that squad is knocked out (or killed). You can easily kill multiple Brutes in a single action by taking raises (add +5 to your target number to hit an extra brute).</li> </ul><p>Because of these things, it's not uncommon to run 3 or 4 fights in a session and still have the majority of the session devoted to role-playing. In fact, I'd argue that Minions in 4E came directly from the 7th Sea brute squad.</p><p></p><p>There are two types of damage.</p><p><strong>Flesh Wounds </strong>- These go away at the end of each scene or if you take a dramatic wound. If you get 5 flesh wounds, you'll make a wound check with a target number equal to the number of flesh wounds you currently have. If you fail, you take a dramatic wound. Otherwise, flesh wounds accumulate until you take a dramatic wound or the scene ends.</p><p><strong>Dramatic Wounds </strong>- These wounds go away at the end of each act. </p><p></p><p>You've got 5 traits that each play a role in every combat</p><ul> <li data-xf-list-type="ul"><strong>Brawn </strong>- Physcial strength, this modifies your damage rolls and governs your wound checks. Your wound checks will typically be Brawn Keep Brawn. A damage check will feature the weapon's base damage (for a fencing blade it's 2k2) plus a number of unkept dice equal to your brawn.</li> <li data-xf-list-type="ul"><strong>Finesse</strong> - Your agility and physical grace. This governs your to hit chance. You'll roll your Weapon Attack Knack (such as attack - fencing) plus your Finesse and keep your finesse.</li> <li data-xf-list-type="ul"><strong>Wits </strong>- This is rolled for active defense. If someone hits you, you can spend a saved action to roll an active defense (such as Parry). You'll roll Parry+Wits keep Wits. If you roll higher then the attack roll, you avoid defend against the attack.</li> <li data-xf-list-type="ul"><strong>Resolve </strong>- This is how much damage you can take before going unconscious. If you take a number of dramatic wounds equal to your resolve, you are crippled (which means your dice no longer explode). If you take a number of dramatic wounds equal to twice your Resolve, you fall unconscious (or if the GM is very cruel, you could be killed).</li> <li data-xf-list-type="ul"><strong>Panache </strong>- This determines how many actions you can take in a round. Each round, you'll roll a d10 for each point of Panache you have and you will take an action on each number showing.</li> </ul></blockquote><p></p>
[QUOTE="Alaxk Knight of Galt, post: 5518242, member: 4129"] The system is radically different from d20. As Pbartender pointed out, the system is roll and keep. The GM sets a target number (15, 20, and 25 are common) and will tell you what to roll (such as Fashion + Wits, or Fashion + Panache). You can make a case for rolling a different Knack + Trait combo, but the GM has final say if it will work or if it increases the target number. Character creation is totally point buy. Nationality, Sorcery, Swordsmen Schools are the big choices you make here (like Race and Class in DnD). [B]Avalon [/B]- This is the equivalent to England. Their magic is Glamour based around legends of mythical people (like Robin Hood). They get +1 to resolve and have a swordsman school that uses a sword and buckler. [B]Castille [/B]- This is the equivalent to Spain. Their magic is control over fire (though the inquisition has managed to destroy it). They get +1 to finesse and their swordsman school revolves around dancing and fencing. [B]Eisen [/B]- This is the equivalent to Germany. They have no magic, instead they get Dracheneisen, a super metal that makes the only armor still in use today. They get +1 to Brawn and their swordsman school uses a metal gauntlet and broadsword. [B]Montaigne [/B]- This is the equivalent to France. Their magic is Porte, teleportation magic. They get +1 to panache and their swordsman school uses a fencing sword and dagger. [B]Ussura [/B]- The Russian equivalent. Their magic is shape shifting. They get +1 to resolve but have no base swordsman school (though the Ussuran book introduces three: one for Axe, one for Mounted Archery, and one for Wrestling). [B]Vendel / Vestenmannavnjar [/B]- The Holland and Norway equivalent (think business tycoons and vikings that don't get along with each other). Their magic (used by the viking side) is the creation of Runes. The get +1 to Wits and their swordsman school is based around large swords and wrestling. [B]Vodacce [/B]- The Italy equivalent. Their magic is only passed to women and is about the manipulation of fate. They get +1 to Wits and feature a swordsman school that fights left-handed. Combat resolution is typically much faster then d20 for the following reasons [LIST] [*]Few Modifiers to track - Very few buff exist in 7th Sea and it's rare to be receiving more then one [*]No combat grid or minitaure combat [*]Brute Squads - A group of enemy NPCs that act as one. If you hit a brute squad, one member of that squad is knocked out (or killed). You can easily kill multiple Brutes in a single action by taking raises (add +5 to your target number to hit an extra brute). [/LIST]Because of these things, it's not uncommon to run 3 or 4 fights in a session and still have the majority of the session devoted to role-playing. In fact, I'd argue that Minions in 4E came directly from the 7th Sea brute squad. There are two types of damage. [B]Flesh Wounds [/B]- These go away at the end of each scene or if you take a dramatic wound. If you get 5 flesh wounds, you'll make a wound check with a target number equal to the number of flesh wounds you currently have. If you fail, you take a dramatic wound. Otherwise, flesh wounds accumulate until you take a dramatic wound or the scene ends. [B]Dramatic Wounds [/B]- These wounds go away at the end of each act. You've got 5 traits that each play a role in every combat [LIST] [*][B]Brawn [/B]- Physcial strength, this modifies your damage rolls and governs your wound checks. Your wound checks will typically be Brawn Keep Brawn. A damage check will feature the weapon's base damage (for a fencing blade it's 2k2) plus a number of unkept dice equal to your brawn. [*][B]Finesse[/B] - Your agility and physical grace. This governs your to hit chance. You'll roll your Weapon Attack Knack (such as attack - fencing) plus your Finesse and keep your finesse. [*][B]Wits [/B]- This is rolled for active defense. If someone hits you, you can spend a saved action to roll an active defense (such as Parry). You'll roll Parry+Wits keep Wits. If you roll higher then the attack roll, you avoid defend against the attack. [*][B]Resolve [/B]- This is how much damage you can take before going unconscious. If you take a number of dramatic wounds equal to your resolve, you are crippled (which means your dice no longer explode). If you take a number of dramatic wounds equal to twice your Resolve, you fall unconscious (or if the GM is very cruel, you could be killed). [*][B]Panache [/B]- This determines how many actions you can take in a round. Each round, you'll roll a d10 for each point of Panache you have and you will take an action on each number showing. [/LIST] [/QUOTE]
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