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House Rules for a swashbuckling game?
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<blockquote data-quote="Stormborn" data-source="post: 1513895" data-attributes="member: 14041"><p>Randomling, I am basically doing this with my group now. We have gone from 1st-4th levels, are taing a break, but are about to start back up in a few weeks. The setting is very similar to what you describe. There is a Storyhour </p><p></p><p>If I could go back and start over I would have done it with d20 Modern, but as you suggest w/ WP/VP. I think d20 M is more adaptable, more in keeping with what I wanted. I would have guided skill choice to keep things more swashbuckling and eventually altered the Advanced Classes. Although, I think that a lot the ones available would cover my players. Hind Sight. I have wound up using Starting Occupations, although modified, and Action Points. AP are great for cinematic action.</p><p></p><p>My players are using non-spellcasting versions of a Ranger and Bard, and a duelist fighter variant from Dragon. We are using Freeport Gunpowder rules. CoC Spellcasting (this is new development, the Bard looted a cultist's lair and found some spell books). To keep it "swashbuckly" as one of my players would put it, I used a more "heroic" character generation: 5d6 drop the lowest 2. I am thinking about introducing Hit Locations modified from Swashbuckling Adventures when we start up again, but still unsure about that. I am using the Alchemist class.</p><p></p><p>You might want to pick up SKull n Bones for your spellcasters and some other rules. I have it as a refrence, while I haven't used it directly it may come into play later on.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 1513895, member: 14041"] Randomling, I am basically doing this with my group now. We have gone from 1st-4th levels, are taing a break, but are about to start back up in a few weeks. The setting is very similar to what you describe. There is a Storyhour If I could go back and start over I would have done it with d20 Modern, but as you suggest w/ WP/VP. I think d20 M is more adaptable, more in keeping with what I wanted. I would have guided skill choice to keep things more swashbuckling and eventually altered the Advanced Classes. Although, I think that a lot the ones available would cover my players. Hind Sight. I have wound up using Starting Occupations, although modified, and Action Points. AP are great for cinematic action. My players are using non-spellcasting versions of a Ranger and Bard, and a duelist fighter variant from Dragon. We are using Freeport Gunpowder rules. CoC Spellcasting (this is new development, the Bard looted a cultist's lair and found some spell books). To keep it "swashbuckly" as one of my players would put it, I used a more "heroic" character generation: 5d6 drop the lowest 2. I am thinking about introducing Hit Locations modified from Swashbuckling Adventures when we start up again, but still unsure about that. I am using the Alchemist class. You might want to pick up SKull n Bones for your spellcasters and some other rules. I have it as a refrence, while I haven't used it directly it may come into play later on. [/QUOTE]
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