Help with swashbuckling game.

DogBackward

First Post
I'm working on a quick, simple swashbuckling-style homebrew RPG, and I'm kinda stuck. I'd like to split combat skills into two main groups; fencing styles and non-fencing styles, with fencing styles being the main focus of the game, and only uncouth barbaric types using the non-fencing styles. I'm not sure how to divvy up the fencing styles, though, and I can't seem to find much info on different styles online.

What sorts of combat styles do you think would best be included in a renaissance, 3-musketeers, swashbuckling style game? I'd like to keep things simple, if possible.
 

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To keep it simple I'd go for three:

- fencing
- brawling
- black powder weapons

You could then add in colourful extras - like Fencing (lightning riposte) - into each of the combat styles to make characters unique, and which players and NPCs can use for bonuses if they can justify it in the in-game situation.

Also, I'd make sure to be clear how to integrate other 'swashbuckling' skills with the basic weapon skills. So, for example, if you're in a duel with a guy while balancing on a beam in a burning barn I'd cap the skill for both at the lower out of fencing and acrobatics / agility / balance. In a big brawl dodge might be capped by awareness to see that chair over the head coming.

If you make 'swashbuckling' skills necessary in combat situations it should encourage players to think creatively about how to get an advantage (or minimise a disadvantage) and encourage rounded characters rather than single skill tanks.
 

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