7th sea

Ibram said:
I do recognize that the game was set to a different standard, and that was the way I ran it when I used the book as the core rulebook for a campaign.

The characters quickly become very powerful, and a careful combination of PrCs can become unstopable (as I learned). Characters who made light use of the rules and classes were decient, while the powergamers in the group became nearly unstopable. I had to call the campaing off when I realized that NPCs who could go toe-to-toe with one of the characters would utterly slaughter the rest of the party.

Again I'll point out that I do love the 7th Sea books, and own several more beyond the SBA. These books can be used, but I would recomend caution in allowing 'Everything'

Were there any rules in particular with which you were having troubles? My 7th Sea D20 game is reaching lvl 5 right now, and I haven't had problems with it....aside from a near-TPK. I'd be curious what problem rules/characters you had.

Banshee
 

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Banshee16 said:
I have to point out that those classes were balanced against there being almost *no* magic items....no +1 rapiers, no Bracers of Armour, etc.

If played that way, the prestige classes and feats aren't nearly as powerful as you'd think. I ran the game for months, and that was my experience.

I don't agree.

Yes, some options -- like the AC boosting feats -- are really sort of designed assuming the absence of magic, and allowing it in a standard game is trouble with a capital TRUB.

But even internally, it's not balanced. Some PrCs, for example, provide much greater benefits than core classes, making the book ripe for cherry picking and failing the "equity of options" test of balance.
 

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