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House Rules for a swashbuckling game?
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<blockquote data-quote="randomling" data-source="post: 1513620" data-attributes="member: 8432"><p>Hi everybody!</p><p></p><p>I'm thinking of running a swashbuckling/pirates game in the nearish future and I'm looking for some ideas on house-rules to implement. When I'm done the game's probably going to look quite different from standard D&D - gunpowder, no full-progression spellcasting classes - so I'm looking for some fairly radical changes. I've been looking at Swashbuckling Adventures, which is great, but does some <em>very</em> weird things and a lot of things I don't like.</p><p></p><p>Some ideas I had:</p><p></p><p>Wounds/Vitality system instead of hit points.</p><p>Class-based defence progressions, and either nonexistent armour or armour granting DR.</p><p>Priest, Sorcerer, Druid and Voodooun as PrCs. (I may use Swashbuckling Adventures Alchemist and a modified version of the Witch as core classes.)</p><p></p><p>I'm probably going to use the Core Fighter, Rogue and Barbarian, plus the following SA core classes: Pirate, Swashbuckler, Noble, Courtier, Musketeer, Wanderer and perhaps Alchemist and Witch.</p><p></p><p>I'm keeping this intentionally vague for now so I can hear a broad range of ideas, but I do have a fairly strong idea of the flavour I want. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Thanks in advance!</p></blockquote><p></p>
[QUOTE="randomling, post: 1513620, member: 8432"] Hi everybody! I'm thinking of running a swashbuckling/pirates game in the nearish future and I'm looking for some ideas on house-rules to implement. When I'm done the game's probably going to look quite different from standard D&D - gunpowder, no full-progression spellcasting classes - so I'm looking for some fairly radical changes. I've been looking at Swashbuckling Adventures, which is great, but does some [i]very[/i] weird things and a lot of things I don't like. Some ideas I had: Wounds/Vitality system instead of hit points. Class-based defence progressions, and either nonexistent armour or armour granting DR. Priest, Sorcerer, Druid and Voodooun as PrCs. (I may use Swashbuckling Adventures Alchemist and a modified version of the Witch as core classes.) I'm probably going to use the Core Fighter, Rogue and Barbarian, plus the following SA core classes: Pirate, Swashbuckler, Noble, Courtier, Musketeer, Wanderer and perhaps Alchemist and Witch. I'm keeping this intentionally vague for now so I can hear a broad range of ideas, but I do have a fairly strong idea of the flavour I want. :) Thanks in advance! [/QUOTE]
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