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<blockquote data-quote="kenjib" data-source="post: 996902" data-attributes="member: 530"><p>I think the biggest problem with standard D&D rules for swashbuckling pirate tales is that the classes are too magic heavy. Really the only classes that are all that appropriate without modification are rogue and fighter.</p><p></p><p>For this reason, I think that Swashbuckling Adventures is an invaluable resource. I liked the Broadsides! naval rules better though, and judging by that book I'd wager that the upcoming Pirates! book will also be top notch.</p><p></p><p>You could run a great game with just Swashbuckling Adventures though and it really adds a lot that standard D&D doesn't handle very well. Aside from the naval rules you get classes for courtiers and nobles, musketeers, pirates, etc. In addition there are feats to make the unarmored option much more palatable (which is essential in a pirate game) as well as nicely tuned equipment that can make heroes look forward to gear upgrades without relying on a bunch of magic items and over a hundred fighting schools to add lots of flavor and diversity to the combat.</p><p></p><p>What makes Swashbuckling Adventures so great is not the stuff you can get from naval supplements (which frankly handle that aspect more thoroughly than Swash. Adv.). It's all the other stuff to help the game get the right feel. The hubris/flaws is also great and adds a new dramatic dimension typical of swashbuckling movies but not typical of D&D games. Action dice would also be a good idea.</p></blockquote><p></p>
[QUOTE="kenjib, post: 996902, member: 530"] I think the biggest problem with standard D&D rules for swashbuckling pirate tales is that the classes are too magic heavy. Really the only classes that are all that appropriate without modification are rogue and fighter. For this reason, I think that Swashbuckling Adventures is an invaluable resource. I liked the Broadsides! naval rules better though, and judging by that book I'd wager that the upcoming Pirates! book will also be top notch. You could run a great game with just Swashbuckling Adventures though and it really adds a lot that standard D&D doesn't handle very well. Aside from the naval rules you get classes for courtiers and nobles, musketeers, pirates, etc. In addition there are feats to make the unarmored option much more palatable (which is essential in a pirate game) as well as nicely tuned equipment that can make heroes look forward to gear upgrades without relying on a bunch of magic items and over a hundred fighting schools to add lots of flavor and diversity to the combat. What makes Swashbuckling Adventures so great is not the stuff you can get from naval supplements (which frankly handle that aspect more thoroughly than Swash. Adv.). It's all the other stuff to help the game get the right feel. The hubris/flaws is also great and adds a new dramatic dimension typical of swashbuckling movies but not typical of D&D games. Action dice would also be a good idea. [/QUOTE]
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