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Need Tips on Swashbuckling Campaigns!
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<blockquote data-quote="BadMojo" data-source="post: 2581867" data-attributes="member: 569"><p>I'm not sure if I'd use WP/VP, but that's just me. Personally, I think plain old HP fit the swashbuckling genre just fine.</p><p></p><p>I'd definitely use action points as per Eberron, I'd definitely use defense bonus with Armor as damage reduction only. Also, as someone else mentioned make the encounters advantageous for lighter armored, more mobile characters. Lots of stuff to jump over, on, ropes to swing on, chandeliers, improvised weapons, etc. Encourage players to try funky swashbuckler-y moves.</p><p></p><p>If a player says "Are there any chandeliers hanging about?" say "yes" if at all feasible. If they say "Any big stacks of heavy wine casks?"....sure! Again, encourage and reward (ie. XP bonuses for style) creative combat maneuvers that fit the genre.</p><p></p><p>Consider using some form of "mook rules" for when your intrepid heroes are facing hordes of nameless foes. Nothing's cooler than a few swashbuckers with rapier and main gauche in hand face off again a dozen or so opponents, but you want to keep the combat fast and easy to GM.</p><p></p><p>Ummmm...depending on your idea for this game, you may want to really limit the use of magic. If it were me, I'd make magic something very rare and dangerous that's just as likely to drive you insane or blow you up as it is to be an asset.</p><p></p><p>BTW, I recommend reading some Dumas and Steven Brust's Dumas-esque "Khaavren Romances", starting with the Phoenix Guards.</p><p></p><p>Oh, and duals. You'll want plenty of duals. There's honor and stuff at stake, after all. <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></blockquote><p></p>
[QUOTE="BadMojo, post: 2581867, member: 569"] I'm not sure if I'd use WP/VP, but that's just me. Personally, I think plain old HP fit the swashbuckling genre just fine. I'd definitely use action points as per Eberron, I'd definitely use defense bonus with Armor as damage reduction only. Also, as someone else mentioned make the encounters advantageous for lighter armored, more mobile characters. Lots of stuff to jump over, on, ropes to swing on, chandeliers, improvised weapons, etc. Encourage players to try funky swashbuckler-y moves. If a player says "Are there any chandeliers hanging about?" say "yes" if at all feasible. If they say "Any big stacks of heavy wine casks?"....sure! Again, encourage and reward (ie. XP bonuses for style) creative combat maneuvers that fit the genre. Consider using some form of "mook rules" for when your intrepid heroes are facing hordes of nameless foes. Nothing's cooler than a few swashbuckers with rapier and main gauche in hand face off again a dozen or so opponents, but you want to keep the combat fast and easy to GM. Ummmm...depending on your idea for this game, you may want to really limit the use of magic. If it were me, I'd make magic something very rare and dangerous that's just as likely to drive you insane or blow you up as it is to be an asset. BTW, I recommend reading some Dumas and Steven Brust's Dumas-esque "Khaavren Romances", starting with the Phoenix Guards. Oh, and duals. You'll want plenty of duals. There's honor and stuff at stake, after all. :) [/QUOTE]
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