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House Rules for a swashbuckling game?
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<blockquote data-quote="S'mon" data-source="post: 1515760" data-attributes="member: 463"><p>Hi Randomling! <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>>>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)<< </p><p></p><p>Making it a Dodge bonus allows high-level characters to be vulnerable to low level foes if caught flatfooted, as when your PCs killed the pirate chief Balmec. I think that's good.</p><p></p><p>>>and I'll use DanMcS's Parry rule.<<</p><p></p><p>The Parry rule sounds good - very similar to what I used in a Highlander/AD&D game I ran with Ingrid; active parries make for exciting duels! <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>Tying it to Attacks of Opportunity is a nice idea and encourages high-DEX swashbuckler types over plodding tanks.</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? <<</p><p></p><p>Yes, that's how it works in eg Traveller20 & Star Wars, AIR. Although in Star Wars the mooks have no VP, just WP. Allows for dangerous foes who go down easily.</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></p><p>Yes.</p><p></p><p>>>Critical and sneak attack damage go straight to Wounds, right?<<</p><p></p><p>Usually the first 'lot' of critical damage goes to Wounds, the rest to VP, although you could just have all damage go to VP first, with WP as a 'reserve pool'. Sneak attack damage going to Wounds would be extremely lethal, any high-level Sneak attack would be immediately fatal (if death/disability at WP 0). I'd tend to suggest always applying it to VP, along with other 'dice' dmg. After VP > 0 the remaining damage goes to WP, so it can still kill.</p><p></p><p>>>How about damage from magic attacks?<<</p><p></p><p>Go to VP first (as would falling/burning/drowning etc) except for critical hits on touch attacks.</p></blockquote><p></p>
[QUOTE="S'mon, post: 1515760, member: 463"] Hi Randomling! :) >>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)<< Making it a Dodge bonus allows high-level characters to be vulnerable to low level foes if caught flatfooted, as when your PCs killed the pirate chief Balmec. I think that's good. >>and I'll use DanMcS's Parry rule.<< The Parry rule sounds good - very similar to what I used in a Highlander/AD&D game I ran with Ingrid; active parries make for exciting duels! :) Tying it to Attacks of Opportunity is a nice idea and encourages high-DEX swashbuckler types over plodding tanks. >>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? << Yes, that's how it works in eg Traveller20 & Star Wars, AIR. Although in Star Wars the mooks have no VP, just WP. Allows for dangerous foes who go down easily. >>Some WP/VP questions: What's the usual rule - that once you're out of VP, damage goes straight to Wounds?<< Yes. >>Critical and sneak attack damage go straight to Wounds, right?<< Usually the first 'lot' of critical damage goes to Wounds, the rest to VP, although you could just have all damage go to VP first, with WP as a 'reserve pool'. Sneak attack damage going to Wounds would be extremely lethal, any high-level Sneak attack would be immediately fatal (if death/disability at WP 0). I'd tend to suggest always applying it to VP, along with other 'dice' dmg. After VP > 0 the remaining damage goes to WP, so it can still kill. >>How about damage from magic attacks?<< Go to VP first (as would falling/burning/drowning etc) except for critical hits on touch attacks. [/QUOTE]
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