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Nations and Cannons: The American Crisis for DND 5E
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<blockquote data-quote="Flagbearer Games" data-source="post: 9000868" data-attributes="member: 6668249"><p>This is a great point. The level 10 retirement rule is meant as a kind of historical guardrail past Tier 2; after this point, HP and damage values for threats start to balloon past a credible approximation of real-world combat. You certainly <em>can</em> keep playing past level 11 (especially in a flintlock fantasy scenario), just with that caveat in mind.</p><p></p><p>It's a tricky balancing point because gambits use the same spell level system and scaling as baseline 5e. While we put forward 1st-level gambits through 5th-level gambits (i.e. stuff a Ranger could cast at 2nd and 17th level, respectively), you wouldn't normally be able to cast high-level gambits while playing in the Tier 1 or Tier 2 brackets.</p><p></p><p>However, we do have a few systems in place that allow characters to "upcast" gambits that they don't even have slots for. Firebrands get a resource called Resolve that they can spend to gain access to a curated gambit list (based on their vocation) at the same effective level as a full caster like a Wizard might. The Trailblazer subclass for Ranger can "find" trap-based gambits in the terrain around them with the Choke Point feature, a mechanic we plan to expand on in future publications.</p><p></p><p></p><p></p><p>Yes! This is going to be one of the major components of the Almanack, alongside weather rules and some fun colonial witticisms for fluff. There's an appendix at the end of the Core Rules which has some foul weather rules for Fall/Winter, and we are going to expand that to a full system with weather forecasts, natural disasters, and even tropical weather variants for the Caribbean and Gulf of Mexico.</p><p></p><p></p><p></p><p>This is something I think we can leverage the new Exhaustion rules in One D&D (one of the few bright spots of the playtest so far, imho) in future content. I'm not quite confident that WotC can bring a competent rework of the Exploration pillar to the table... but we're ready to pick up the slack.</p><p></p><p>It's one of those great mechanical nooks and crannies where a 5e fork like Nations & Cannons can (hopefully!) outshine the base ruleset; we have a vested interest in unearthing some highly specific gameplay elements that play to our strengths. Similar mechanics that we have in R&D include a first contact / social standing / negotiation system, persistent illnesses and injuries, and an exploration of colonial law and magistrate courts.</p></blockquote><p></p>
[QUOTE="Flagbearer Games, post: 9000868, member: 6668249"] This is a great point. The level 10 retirement rule is meant as a kind of historical guardrail past Tier 2; after this point, HP and damage values for threats start to balloon past a credible approximation of real-world combat. You certainly [I]can[/I] keep playing past level 11 (especially in a flintlock fantasy scenario), just with that caveat in mind. It's a tricky balancing point because gambits use the same spell level system and scaling as baseline 5e. While we put forward 1st-level gambits through 5th-level gambits (i.e. stuff a Ranger could cast at 2nd and 17th level, respectively), you wouldn't normally be able to cast high-level gambits while playing in the Tier 1 or Tier 2 brackets. However, we do have a few systems in place that allow characters to "upcast" gambits that they don't even have slots for. Firebrands get a resource called Resolve that they can spend to gain access to a curated gambit list (based on their vocation) at the same effective level as a full caster like a Wizard might. The Trailblazer subclass for Ranger can "find" trap-based gambits in the terrain around them with the Choke Point feature, a mechanic we plan to expand on in future publications. Yes! This is going to be one of the major components of the Almanack, alongside weather rules and some fun colonial witticisms for fluff. There's an appendix at the end of the Core Rules which has some foul weather rules for Fall/Winter, and we are going to expand that to a full system with weather forecasts, natural disasters, and even tropical weather variants for the Caribbean and Gulf of Mexico. This is something I think we can leverage the new Exhaustion rules in One D&D (one of the few bright spots of the playtest so far, imho) in future content. I'm not quite confident that WotC can bring a competent rework of the Exploration pillar to the table... but we're ready to pick up the slack. It's one of those great mechanical nooks and crannies where a 5e fork like Nations & Cannons can (hopefully!) outshine the base ruleset; we have a vested interest in unearthing some highly specific gameplay elements that play to our strengths. Similar mechanics that we have in R&D include a first contact / social standing / negotiation system, persistent illnesses and injuries, and an exploration of colonial law and magistrate courts. [/QUOTE]
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