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Charles Ryan on Adventures
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<blockquote data-quote="Banshee16" data-source="post: 2641931" data-attributes="member: 7883"><p>Monster Manual II has two monsters in it from Sword and Sorcery books.</p><p></p><p>The Witch's Handbook from Green Ronin features the ritual spellcasting system from Sword and Sorcery's Relics & Rituals I.</p><p></p><p>The book "Feats" by AEG has feats from numerous other D20 publishers (including AEG) all assembled in one place.</p><p></p><p>I've seen those ritual rules from Sword and Sorcery used somewhere else as where, though I can't remember what book they were in.</p><p></p><p>Those are just some examples.</p><p></p><p>I will admit though, that it's not as often as I'd like. I want to point out, however, that entirely using one company's set of rules on a topic isn't always a good idea. As someone else pointed out, there are like 5 books detailing sailing and naval vessels. However, if you look at them (at least the three I'm familiar with), there's Swashbuckling Adventures, Stormwrack, a Fantasy Flight Games book on the topic, and Corsair/Skull & Bones. Each of those has their own advantages. I like Swashbuckling Adventures for the more "realistic" take. The ships have more hp, there are detailed rules for cannonfire, and they've got a feats system for improving ships. Skull & Bones has better ship to ship combat rules, as well as excellent rules for similating crew satisfaction, etc. Stormwrack has some ship types, and simplified rules for ship combat, as well as a healthy dose of D&D "cheese". Fantasy Flight Games' take on the topic has details on ships of the different races, as well as rules on combat by ship etc. But I don't like it's take on the topic as well as Swashbuckling Adventures or Skull & Bones. So, if you're going to choose one book to use, how do you determine which one to make the "standard"? One person may like the "cheese" of canons that spit lightning, whereas another wants a ship that can throw 410 lbs of iron at another ship with a broadside. Some elements of it though, such as the formatting of ship stats, for example, are something that could be made more consistent. Everyone's got their preference again there. I prefer Swashbuckling Adventures, because in that system a ship has like 1500 hp, whereas in Skull & Bones it's like 200, and I've got problems with imagining a high-level fighter wrecking a warship with a longsword in a few rounds. So how do you choose?</p><p></p><p>Banshee</p></blockquote><p></p>
[QUOTE="Banshee16, post: 2641931, member: 7883"] Monster Manual II has two monsters in it from Sword and Sorcery books. The Witch's Handbook from Green Ronin features the ritual spellcasting system from Sword and Sorcery's Relics & Rituals I. The book "Feats" by AEG has feats from numerous other D20 publishers (including AEG) all assembled in one place. I've seen those ritual rules from Sword and Sorcery used somewhere else as where, though I can't remember what book they were in. Those are just some examples. I will admit though, that it's not as often as I'd like. I want to point out, however, that entirely using one company's set of rules on a topic isn't always a good idea. As someone else pointed out, there are like 5 books detailing sailing and naval vessels. However, if you look at them (at least the three I'm familiar with), there's Swashbuckling Adventures, Stormwrack, a Fantasy Flight Games book on the topic, and Corsair/Skull & Bones. Each of those has their own advantages. I like Swashbuckling Adventures for the more "realistic" take. The ships have more hp, there are detailed rules for cannonfire, and they've got a feats system for improving ships. Skull & Bones has better ship to ship combat rules, as well as excellent rules for similating crew satisfaction, etc. Stormwrack has some ship types, and simplified rules for ship combat, as well as a healthy dose of D&D "cheese". Fantasy Flight Games' take on the topic has details on ships of the different races, as well as rules on combat by ship etc. But I don't like it's take on the topic as well as Swashbuckling Adventures or Skull & Bones. So, if you're going to choose one book to use, how do you determine which one to make the "standard"? One person may like the "cheese" of canons that spit lightning, whereas another wants a ship that can throw 410 lbs of iron at another ship with a broadside. Some elements of it though, such as the formatting of ship stats, for example, are something that could be made more consistent. Everyone's got their preference again there. I prefer Swashbuckling Adventures, because in that system a ship has like 1500 hp, whereas in Skull & Bones it's like 200, and I've got problems with imagining a high-level fighter wrecking a warship with a longsword in a few rounds. So how do you choose? Banshee [/QUOTE]
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