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<blockquote data-quote="jmartkdr2" data-source="post: 8309381" data-attributes="member: 7017304"><p>For myself, I'm really conflating "swashbuckling" with "pirate":</p><p></p><p>A lot more ships, sea/air/aether/etc, with decent rules for managing, upgrading, and fighting them. Places to sail to, both friendly and otherwise. An open, uncontrolled world where adventurers are usually on their own. Magic spells and items associated with them.</p><p></p><p>Sky islands would work really well, for me.</p><p></p><p>Mechanically, outside of ship rules, you don't need much. The PHB classes cover what you need for characters and rules, and the main other stuff you want is also already published somewhere. Maybe new races, but none are obviously needed for this. It would be nice to consolidate the major stuff (artificers and swashbucklers), but that's a nice-to-have, not a must-have.</p><p></p><p>The ship rules (including ship-based magic) is the big deal and main selling point, since most settings have ships and could therefore use the rules if you ever want them. This setting would simply focus on them in the first place.</p><p></p><p>Outside of ships, the only thing swashbuckling definitely has that 5e doesn't necessarily have is swordfighting stunts: you can swing on a chandelier, but it's not a core part of the experience in default 5e. More guidance on that sort of thing would be good, specifically suggestions on how to actively encourage it (the base rules imply you should make players roll for stunts, which discourages them.)</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 8309381, member: 7017304"] For myself, I'm really conflating "swashbuckling" with "pirate": A lot more ships, sea/air/aether/etc, with decent rules for managing, upgrading, and fighting them. Places to sail to, both friendly and otherwise. An open, uncontrolled world where adventurers are usually on their own. Magic spells and items associated with them. Sky islands would work really well, for me. Mechanically, outside of ship rules, you don't need much. The PHB classes cover what you need for characters and rules, and the main other stuff you want is also already published somewhere. Maybe new races, but none are obviously needed for this. It would be nice to consolidate the major stuff (artificers and swashbucklers), but that's a nice-to-have, not a must-have. The ship rules (including ship-based magic) is the big deal and main selling point, since most settings have ships and could therefore use the rules if you ever want them. This setting would simply focus on them in the first place. Outside of ships, the only thing swashbuckling definitely has that 5e doesn't necessarily have is swordfighting stunts: you can swing on a chandelier, but it's not a core part of the experience in default 5e. More guidance on that sort of thing would be good, specifically suggestions on how to actively encourage it (the base rules imply you should make players roll for stunts, which discourages them.) [/QUOTE]
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