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Can I Make My Games More Like Pirates of the Carribean?
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<blockquote data-quote="ruleslawyer" data-source="post: 2940753" data-attributes="member: 1757"><p>I think that <strong>requiring</strong> movement is a bit harsh. There are already plenty of tactical factors in the game that encourage people to take at least one 5' step each round; I can't remember ever DM-ing a 3e combat in which someone didn't do so, unless his back was to the wall.</p><p></p><p>As for PotC: This is rather predictable (I'm beginning to feel like the IH equivalent of diaglo [OD&D] or Nightfall [SL]), but I'd definitely suggest taking a look at Iron Heroes, or at least Book of Iron Might, since it has the following stuff that would be useful:</p><p></p><p>1) Loosened, streamlined AoO restrictions. </p><p></p><p>2) More skills for fighter-types. This is one of the principal issues with swashbuckling combat in D&D. If fighters can't Tumble, then they won't really be able to move around much without getting whacked by AoOs.</p><p></p><p>3) More skill uses, opposed skill checks, and skill challenges. IH encourages lots of jumping, tumbling, and maneuvering by providing clear mechanical benefits for certain movement-based skill uses. Opposed checks allow PCs to get past mooks with ease while still making fights with CR-appropriate opponents tough.</p><p></p><p>4) Defense bonuses to AC. IMX, this is the only way to get fighters out of their armor and into swashbuckler mode, and practically every d20 game that tries to do this seems to have this feature, from d20 Modern to Conan.</p><p></p><p>5) Zones. Want people to swing from chandeliers and slide down curtains using their swords to rip a path? IH has the rules for it.</p><p></p><p>6) Stunts and combat challenges. This is the biggie, and BoIM has some of this as well if you don't feel like taking on a new d20 game or just don't like IH enough to buy the book for the stuff I mentioned above. Basically, stunts are just a mechanical reward for a creative skill use. </p><p></p><p>I'd say that introducing any of the above elements into your game will get it closer to the freewheeling, swashbuckling feel. You hardly need to change that much, but throwing one or two of these elements in would help greatly IMHO.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 2940753, member: 1757"] I think that [b]requiring[/b] movement is a bit harsh. There are already plenty of tactical factors in the game that encourage people to take at least one 5' step each round; I can't remember ever DM-ing a 3e combat in which someone didn't do so, unless his back was to the wall. As for PotC: This is rather predictable (I'm beginning to feel like the IH equivalent of diaglo [OD&D] or Nightfall [SL]), but I'd definitely suggest taking a look at Iron Heroes, or at least Book of Iron Might, since it has the following stuff that would be useful: 1) Loosened, streamlined AoO restrictions. 2) More skills for fighter-types. This is one of the principal issues with swashbuckling combat in D&D. If fighters can't Tumble, then they won't really be able to move around much without getting whacked by AoOs. 3) More skill uses, opposed skill checks, and skill challenges. IH encourages lots of jumping, tumbling, and maneuvering by providing clear mechanical benefits for certain movement-based skill uses. Opposed checks allow PCs to get past mooks with ease while still making fights with CR-appropriate opponents tough. 4) Defense bonuses to AC. IMX, this is the only way to get fighters out of their armor and into swashbuckler mode, and practically every d20 game that tries to do this seems to have this feature, from d20 Modern to Conan. 5) Zones. Want people to swing from chandeliers and slide down curtains using their swords to rip a path? IH has the rules for it. 6) Stunts and combat challenges. This is the biggie, and BoIM has some of this as well if you don't feel like taking on a new d20 game or just don't like IH enough to buy the book for the stuff I mentioned above. Basically, stunts are just a mechanical reward for a creative skill use. I'd say that introducing any of the above elements into your game will get it closer to the freewheeling, swashbuckling feel. You hardly need to change that much, but throwing one or two of these elements in would help greatly IMHO. [/QUOTE]
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