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Nations and Cannons: The American Crisis for DND 5E
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<blockquote data-quote="Sparky McDibben" data-source="post: 9000804" data-attributes="member: 7041430"><p>Ooh! I love it when I ask a creator for the value prop and they can give me paragraphs in response! (This is not sarcasm; I'm genuinely so happy you had multiple responses!) I have downloaded the Quickstart rules from DriveThru and I'm looking forward to the finished product. While historical gaming is not my preferred MO (hence my glomming on to your flintlock fantasy), this has a series of very interesting tweaks to 5E that interest me greatly. Carving out race and avoiding bioessentialism are both obvious, but easier said than done, for example. </p><p></p><p></p><p></p><p>I had noticed your redesign to allow "monster groups" that behave almost like a mob with a single, powerful attack. I thought that was an interesting innovation, and I appreciate the thought that must have gone into playtesting. </p><p></p><p></p><p></p><p>Yep! Actually, picking up the Quickstart was how I found out about the Kickstarter!</p><p></p><p></p><p></p><p>Yep! I liked a lot of the gambits that felt like something that would happen in a tactical engagement - the one where you can shoot a grenade out of someone's hand as a reaction was amazing! Some of the more social ones, though, felt a little like they undercut player planning. There's no need to set up a spy network, after all, if you've got access to intelligence network (level 3 firebrand gambit). But then I feel all kinds of wishy-washy because firebrands don't get those until level 9, literally one level before you're supposed to retire the character. I kind of feel like that should be a sub/class feature - spend an hour in a settlement and learn the following (and then include that dope table they have for the ability!) Interested to hear y'all's thoughts.</p><p></p><p></p><p></p><p>If you're taking feedback, I'd love more robust travel / exploration rules specifically for 18th century wilderness expeditions. I really want "there's a flash flood - you can save the mules or the powder, but not both" to be on the encounter table! I know this is the most-iterated aspect of 5E, but given how important the frontier is to colonial and native mindsets, I love for it to be included. I did buy the "Poor Richard's Almanack" weather supplement, so hopefully some of that's included in there!</p><p></p><p>I'd also love to see some support for a running battle where two groups are moving through an area with a constant engagement. Zooming out to mix exploration consequences with combat consequences would be really fun! So something like, "OK, you know the Huron and the French are engaging the rearguard, and won't stop pursuing you to the fort. You can try a forced march with the risk of a save vs exhaustion. You could also try scouting around to see if you can find anything beneficial in the nearby area, but that risks the Huron cutting you off. You could also try counterattacking into French pursuit, but that risks being bogged down in a tough fight. Or you could pull something outside of the box. What do you want to do?"</p><p></p><p>Again, I appreciate the dedication to historically grounded fiction. While we've seen portions of this in TSR-era supplements like <em>A Mighty Fortress</em>, I like your approach and I'm interested to see what happens!</p></blockquote><p></p>
[QUOTE="Sparky McDibben, post: 9000804, member: 7041430"] Ooh! I love it when I ask a creator for the value prop and they can give me paragraphs in response! (This is not sarcasm; I'm genuinely so happy you had multiple responses!) I have downloaded the Quickstart rules from DriveThru and I'm looking forward to the finished product. While historical gaming is not my preferred MO (hence my glomming on to your flintlock fantasy), this has a series of very interesting tweaks to 5E that interest me greatly. Carving out race and avoiding bioessentialism are both obvious, but easier said than done, for example. I had noticed your redesign to allow "monster groups" that behave almost like a mob with a single, powerful attack. I thought that was an interesting innovation, and I appreciate the thought that must have gone into playtesting. Yep! Actually, picking up the Quickstart was how I found out about the Kickstarter! Yep! I liked a lot of the gambits that felt like something that would happen in a tactical engagement - the one where you can shoot a grenade out of someone's hand as a reaction was amazing! Some of the more social ones, though, felt a little like they undercut player planning. There's no need to set up a spy network, after all, if you've got access to intelligence network (level 3 firebrand gambit). But then I feel all kinds of wishy-washy because firebrands don't get those until level 9, literally one level before you're supposed to retire the character. I kind of feel like that should be a sub/class feature - spend an hour in a settlement and learn the following (and then include that dope table they have for the ability!) Interested to hear y'all's thoughts. If you're taking feedback, I'd love more robust travel / exploration rules specifically for 18th century wilderness expeditions. I really want "there's a flash flood - you can save the mules or the powder, but not both" to be on the encounter table! I know this is the most-iterated aspect of 5E, but given how important the frontier is to colonial and native mindsets, I love for it to be included. I did buy the "Poor Richard's Almanack" weather supplement, so hopefully some of that's included in there! I'd also love to see some support for a running battle where two groups are moving through an area with a constant engagement. Zooming out to mix exploration consequences with combat consequences would be really fun! So something like, "OK, you know the Huron and the French are engaging the rearguard, and won't stop pursuing you to the fort. You can try a forced march with the risk of a save vs exhaustion. You could also try scouting around to see if you can find anything beneficial in the nearby area, but that risks the Huron cutting you off. You could also try counterattacking into French pursuit, but that risks being bogged down in a tough fight. Or you could pull something outside of the box. What do you want to do?" Again, I appreciate the dedication to historically grounded fiction. While we've seen portions of this in TSR-era supplements like [I]A Mighty Fortress[/I], I like your approach and I'm interested to see what happens! [/QUOTE]
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