Hypersmurf
Moderatarrrrh...
GlassJaw said:key mechanical elements for a cinematic/swashbuckling game?
1. Dinosaurs.
2. Pirates.
3. Ninjas.
4. Monkeys.
5. Robots.
-Hyp.
GlassJaw said:key mechanical elements for a cinematic/swashbuckling game?
Hypersmurf said:1. Dinosaurs.
2. Pirates.
3. Ninjas.
4. Monkeys.
5. Robots.
-Hyp.
May I humbly suggest Hot Pursuit: The Definitive d20 Guide to Chases?Varianor Abroad said:Chase scenes. Chase scenes are really vital!
Mechanically, I've never quite been satisfied with anything D&D has to offer for this.
Varianor Abroad said:Mechanically, I've never quite been satisfied with anything D&D has to offer for this. Iron Heroes comes close (especially now that Adam Windsor has been tweaking the rules), but there's a lot of complex rules to get used to in that system.
Action points may work well if your players are really into making a swashbuckling fight scene, but IME they don't actually do much to help. I mean, if one of my players has to choose between swinging from a rope and using an action point to negate the penalty, or just attacking normally and getting +1d6 to make sure the attack succeeds, there's no contest. They'll go for the latter every time. For a swashbuckling game, maybe action points need to only work in combination with an outlandish description of your action. Something to, as barsoomcore said, encourage the swashing, rather than making it mechanically unattractive.barsoomcore said:Action Points make it possible for players to offset or ignore those penalties and therefore they are more likely to try such actions. Likewise Swashbuckling Cards, many of which allow unorthodox actions without penalty (or even with a bonus: "Let The Wookie Win" gives a +10 bonus on an Intimidate check, which encourages a player to try and use a skill that generally gets little use).
Nor should there be, because what you just described is an anti-swashbuckling ruling.NCSUCodeMonkey said:I mean, if one of my players has to choose between swinging from a rope and using an action point to negate the penalty, or just attacking normally and getting +1d6 to make sure the attack succeeds, there's no contest.
barsoomcore said:... players who would rather look cool than maximize their effectiveness.
I agree, which is why I find that action points don't generate that kind of action at the table. Much better if their dramatic action is guaranteed success or always provides some sort of bonus. Then the non-swashbuckly players are looking for inventive ways to gain cool bonuses.barsoomcore said:Nor should there be, because what you just described is an anti-swashbuckling ruling.
MUCH better is saying, "If you swing on the rope, you get the bonus for charging."
If choosing the swashbuckly option is less good than the tedious, boring and unimaginative option, then you as a DM are failing to encourage swashbuckly play.
But part of running a swashbuckling game is having players who would rather look cool than maximize their effectiveness. Some players just don't want to buckle their swash, and nothing you do is going to change that.