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Muskets, Magic, and Colonial Empire!
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<blockquote data-quote="Ace" data-source="post: 128238" data-attributes="member: 944"><p>Funny you should ask, we just played a D&D 1620 game last night and I have a similar varient of my own setting as well. </p><p></p><p>The things I noticed in design</p><p></p><p>If you are using D&D you need a defense system because lines of flintlocks will chew up armor and armor in the period tended to be light (a leather bBuff coat or occasionally a breast plate)</p><p></p><p>IMC guns are a ranged touch attack. This works well to bring on the correct feel but can be very nasty so be carefull.</p><p></p><p> In the game I was in they were regular attacks but we were in the Carribean so the armor was light.</p><p></p><p>Wizards are less awesome with cannon and muskets.</p><p></p><p>Non Humans, No problem</p><p></p><p>Fire spells and sailing ships are bad combination. Fireproof those sails! Same with Gunpowder. </p><p></p><p>Fights are quite different. The usual for us is a simple volley of shots (2 or 3 from muskets or pistols) then advance to melee. In most of our regular games there is much less opportunity for missle fire. </p><p></p><p>Fireamrs are slow to reload, We assume 3 rounds although 4 is a little more accurate with a feat to lower it to 3</p><p></p><p>Swashbuckling is fun, be sure to encourage feats like Mobility. </p><p></p><p>Otherwise while the culture would be different the basic stuff works pretty well. D&D standards work well up to about 1830 or so. Repeating arms throw off the balance and necessate a lot of new rules.</p><p></p><p>Books to read that you may not be familiar with. </p><p></p><p>On Stranger Tides: Tim Powers</p><p>The Necromancer: Paula Volsky</p><p>Goblin Moon and the Gnomes Engine: Thersa Edgarton </p><p>Swords Point: Ellen Kushner </p><p></p><p>These are not quite Colonial but they are close enough and may give you ideas.</p></blockquote><p></p>
[QUOTE="Ace, post: 128238, member: 944"] Funny you should ask, we just played a D&D 1620 game last night and I have a similar varient of my own setting as well. The things I noticed in design If you are using D&D you need a defense system because lines of flintlocks will chew up armor and armor in the period tended to be light (a leather bBuff coat or occasionally a breast plate) IMC guns are a ranged touch attack. This works well to bring on the correct feel but can be very nasty so be carefull. In the game I was in they were regular attacks but we were in the Carribean so the armor was light. Wizards are less awesome with cannon and muskets. Non Humans, No problem Fire spells and sailing ships are bad combination. Fireproof those sails! Same with Gunpowder. Fights are quite different. The usual for us is a simple volley of shots (2 or 3 from muskets or pistols) then advance to melee. In most of our regular games there is much less opportunity for missle fire. Fireamrs are slow to reload, We assume 3 rounds although 4 is a little more accurate with a feat to lower it to 3 Swashbuckling is fun, be sure to encourage feats like Mobility. Otherwise while the culture would be different the basic stuff works pretty well. D&D standards work well up to about 1830 or so. Repeating arms throw off the balance and necessate a lot of new rules. Books to read that you may not be familiar with. On Stranger Tides: Tim Powers The Necromancer: Paula Volsky Goblin Moon and the Gnomes Engine: Thersa Edgarton Swords Point: Ellen Kushner These are not quite Colonial but they are close enough and may give you ideas. [/QUOTE]
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