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<blockquote data-quote="takyris" data-source="post: 1220261" data-attributes="member: 5171"><p>Ditto the Ranger. I'm approaching it as I'd approach GURPS. If I want different time periods, I need a few new skills and the feats to go along with them, a few specific rules for setting-specific contests or important stuff, and a small book full of equipment and different advanced classes.</p><p></p><p>If I wanted to run a pirate adventure (and I know that there's stuff out there already, but this is hypothetical), then the ideal book for me would have the following:</p><p></p><p>- Wealth DCs and use options for a lot of common pirate/swashbuckling stuff </p><p>- A bunch of pirate weapons, from single-shot pistols to different variations of cutlasses</p><p>- New Skills (like, say, Use Rope) and New Feats</p><p>- "Official" rulings on how existing skills and feats would work in a pirate setting (ie, "The DC to walk out on the yardarm is xxx", "The DC to climb the rigging is xxx", "Being in the crow's nest gives you a circumstance bonus of xxx to Spot checks", and so on)</p><p>- Advanced classes (like the Buccaneer, who COULD be representated with basic classes, just like a Soldier could be, but who could also get some decent abilities with respect to ship-based combat, navigation, and piloting)</p><p>- Finally, in the back, a section on potential ideas for how to adapt these rules to a wide range of campaigns (how to add various levels of magic workably to a pirate campaign, how to change the flavors but keep the mechanics the same to get a Space Pirates campaign like that "Treasure Planet" movie, and so forth)</p><p></p><p>A bit like the GURPS approach.</p><p></p><p>The designers made a calculated plan to bring in D&D people instead of the Science Fiction people, but that doesn't mean that the game won't work for science fiction people. It's working fine for my campaign...</p></blockquote><p></p>
[QUOTE="takyris, post: 1220261, member: 5171"] Ditto the Ranger. I'm approaching it as I'd approach GURPS. If I want different time periods, I need a few new skills and the feats to go along with them, a few specific rules for setting-specific contests or important stuff, and a small book full of equipment and different advanced classes. If I wanted to run a pirate adventure (and I know that there's stuff out there already, but this is hypothetical), then the ideal book for me would have the following: - Wealth DCs and use options for a lot of common pirate/swashbuckling stuff - A bunch of pirate weapons, from single-shot pistols to different variations of cutlasses - New Skills (like, say, Use Rope) and New Feats - "Official" rulings on how existing skills and feats would work in a pirate setting (ie, "The DC to walk out on the yardarm is xxx", "The DC to climb the rigging is xxx", "Being in the crow's nest gives you a circumstance bonus of xxx to Spot checks", and so on) - Advanced classes (like the Buccaneer, who COULD be representated with basic classes, just like a Soldier could be, but who could also get some decent abilities with respect to ship-based combat, navigation, and piloting) - Finally, in the back, a section on potential ideas for how to adapt these rules to a wide range of campaigns (how to add various levels of magic workably to a pirate campaign, how to change the flavors but keep the mechanics the same to get a Space Pirates campaign like that "Treasure Planet" movie, and so forth) A bit like the GURPS approach. The designers made a calculated plan to bring in D&D people instead of the Science Fiction people, but that doesn't mean that the game won't work for science fiction people. It's working fine for my campaign... [/QUOTE]
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