Advice on Swashbuckling Adventures...

Andrew D. Gable

First Post
I put this here because trust me, it's more of a general thing than it may at first seem. ;)

I realize the Swashbuckling Adventures rules from AEG create some really powerful characters. The only thing I'm wondering is: are they consistent? Or are there glaring problems inherent? I was contemplating adding Swashbuckling Adventures weapons into my upcoming Ravenloft game, and might want to throw in more swashbuckling rules (feats etc.) in order to give the whole thing a more kinetic Brotherhood of the Wolf feel.

Would this work well? And is it even a good idea for Ravenloft?
 

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Swashbuckling Adventures is balanced with itself.

We used it in a low magic Pyrate game with mixed results, I had a Sorcerer with the Unarmoured defense feat and found it made him rather tough.

Also we had one of those two rapier style (I can't rmember the style name) guys in the group and he was a combat monster. The style wasn't to bad but the DM was al ittle generous with the +x items

However if you limit the number of magic items given out it should be fine

Lets say you have unarmoured defense, don't give out +4 AC Bracers until the charcter hits high level. The same advice goes for magic weapons

In most D&D a +2 shocking weapon or a +6 AC set of Bracers is no big deal is no big deal. ]

Combined with a few of the weapons styles is SWASHBADV, look out

However Ravenloft items are usually not flashy. Stuff like an amulet that cast Magic Circle Against Evil once per day isn't unbalancing combined with the SWASHBADV feats

Sice Ravenloft items aren't flashy and there are less of them it should be a good fit

I hope you wil let us know about your results I was thinking of trying the same thing actually
 

I have found that Swashbuckling Adventures characters are also very balanced for a high magic high resources setting.

There is a player using SA in Oathbound right now and while she does have a very high AC it is no worse than the characters with layers of Natural Armor, Magical Armor, Shields, and various other enchantments that the SA character can't really use.

I also find that while she is inherently very very very powerful, there are many things that her character isn't built to handle too well. Undead are really difficult for her character to deal with.

Overall it has worked really well, but I think she might be ahead of the other party members if this the campaign weren't so high yield. As it is she adds a lot of variety, a ton of new abilities, and a unique combat value to the party.

Basically SA has allowed her to be an excellent flank and mobile fighter, a role that none of the Core classes seem to be as well suited for. And since we have a six or seven person party covering most of the basic core classes I've noted that she has yet to displace anyone in their traditional activities.

At this point she is a 12th level Assassin/Necrare Assassin.
 


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