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House Rules for a swashbuckling game?
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<blockquote data-quote="randomling" data-source="post: 1515452" data-attributes="member: 8432"><p>Oooh, lots of ideas here!</p><p></p><p>It looks like I'll have to pick up Skull & Bones when I have some money, if only for a looksee.</p><p></p><p>Stormborn - I have (and love) d20 Modern and the base classes and starting occuptations from that would, with some modifications, work really well. I like a lot of things about Modern - class-based defence progressions, a reputation bonus, magic only in Advanced Classes. I may make some magic available through feats, too.</p><p></p><p>DanMcS: Ooh, I like the Parry rule! *swipe*</p><p></p><p>S'mon: lots to respond to! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Armour will grant DR, I think, but be useless against firearms (which will be fairly prevalent). Quite aside from this, it will not be widely available - and it does indeed make you drown! Not much help in a piratical game!</p><p></p><p>Fate Points - OH yes. Probably stealing the Conan system for that wholesale.</p><p></p><p>Defence progressions - I probably won't use Dodge <em>and</em> Parry progressions. Instead you'll probably get a class-based defence progression (either unnamed or Dodge bonus, not sure yet) and I'll use DanMcS's Parry rule.</p><p></p><p>If I use d20 Modern rules skill points will be hiked a bit anyway. I may give every character 2 bonus skill points a level (8 at first) to be spent on Craft/Perform/Profession/Knowledge. Or something.</p><p></p><p>In a low-magic setting like Hundred Isles you're going to <em>need</em> to heal faster. I'm not sure how a WP/VP system works: do you have Vitality Points equal to what would be your hit points in standard D&D - say, 1d10+Con mod for a fighter - and Wound Points equal to your Con score? I like the idea of passing out if your VP reach 0 and needing a Fort save/FP to stay up.</p><p></p><p>Some WP/VP questions:</p><p>What's the usual rule - that once you're out of VP, damage goes straight to Wounds?</p><p>Critical and sneak attack damage go straight to Wounds, right?</p><p>How about damage from magic attacks?</p><p>(I'm not entirely sure how this system works in practise...)</p><p></p><p>Thanee - thanks for the note re: crits. I'll keep that in mind!</p><p></p><p>If we use WP/VP, I'll probably let people recover Vitality at something like Con mod/hr (minimum 1), and Wounds at Con mod/day (also minimum 1).</p><p></p><p>Any more thoughts?</p></blockquote><p></p>
[QUOTE="randomling, post: 1515452, member: 8432"] Oooh, lots of ideas here! It looks like I'll have to pick up Skull & Bones when I have some money, if only for a looksee. Stormborn - I have (and love) d20 Modern and the base classes and starting occuptations from that would, with some modifications, work really well. I like a lot of things about Modern - class-based defence progressions, a reputation bonus, magic only in Advanced Classes. I may make some magic available through feats, too. DanMcS: Ooh, I like the Parry rule! *swipe* S'mon: lots to respond to! :D Armour will grant DR, I think, but be useless against firearms (which will be fairly prevalent). Quite aside from this, it will not be widely available - and it does indeed make you drown! Not much help in a piratical game! Fate Points - OH yes. Probably stealing the Conan system for that wholesale. Defence progressions - I probably won't use Dodge [i]and[/i] Parry progressions. Instead you'll probably get a class-based defence progression (either unnamed or Dodge bonus, not sure yet) and I'll use DanMcS's Parry rule. If I use d20 Modern rules skill points will be hiked a bit anyway. I may give every character 2 bonus skill points a level (8 at first) to be spent on Craft/Perform/Profession/Knowledge. Or something. In a low-magic setting like Hundred Isles you're going to [i]need[/i] to heal faster. I'm not sure how a WP/VP system works: do you have Vitality Points equal to what would be your hit points in standard D&D - say, 1d10+Con mod for a fighter - and Wound Points equal to your Con score? I like the idea of passing out if your VP reach 0 and needing a Fort save/FP to stay up. Some WP/VP questions: What's the usual rule - that once you're out of VP, damage goes straight to Wounds? Critical and sneak attack damage go straight to Wounds, right? How about damage from magic attacks? (I'm not entirely sure how this system works in practise...) Thanee - thanks for the note re: crits. I'll keep that in mind! If we use WP/VP, I'll probably let people recover Vitality at something like Con mod/hr (minimum 1), and Wounds at Con mod/day (also minimum 1). Any more thoughts? [/QUOTE]
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