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<blockquote data-quote="Yellow Sign" data-source="post: 1129129" data-attributes="member: 5619"><p>Well be book I have is a copy sent to a gaming supply distrubutor. I got to read it over. The books should be in the stores by as early as next week I think. Here is what I have gleaned from it so far. </p><p></p><p></p><p>A very well put together book. The new character classes are very well balanced and have some neat things they can do but do not overshadow the core classes from the PHB. You can play as a Barbarian, Buccaneer, Bokor (not so nice voodoo guy), Fighter, Hougan (other nicer voodoo guy), Ranger, Rogue, Sea Dog, or Shantyman. There are some very cool prestige classes, a few of which focus on the different fencing schools of the time. A cool new feature is the addition of Backgrounds and Fortunes that add some flavor to your characters. </p><p></p><p>Combat works very much in the same way as we are accustomed to now, with a few minor changes, that I think are nifty. Hit points work normally, but once you reach zero you start taking Con damage (similar to the WP/VP system used in Star Wars). Hit points recover at a much more accelerated rate based on the hit die type (a number based on the hit die, + your Con Modifier x your level). Con points return at a rate of 1 per day. Also when you take Con Damage you make a fortitude save at a DC of 10 + the con damage taken or go unconscious. Characters also start out with a number of “lives” (typically 1d4+2) If your character is killed or is involved in a fatal incident such as being on a ship when the powder keg goes up, you lose one of your “lives” as you have miraculously survived, i.e. Blown clear etc. The GM is the only one who knows exactly how many lives you have, so be careful. There is a new combat option called parrying. You can opt to give up your next attack, or one of your attacks from a full attack action to parry your opponents attack, it is an opposed roll vs. your opponents attack roll, if you succeed you parry the attack, if you miss, you take the hit with the appropriate damage. There are some good, semi-realistic gunpowder rules as well, (read as misfires, especially when wet). Opponents come in three types, monsters, NPC’s and Cannon Fodder. The first two work like normal, but the Cannon fodder rules are cool. Cannon fodder guys work just like NPC’s, and can have class levels, but they do not have hit points, only Con points, so all damage goes directly to their Con. So a Cannon fodder enemy with10 levels of fighter still has the base attack bonus, all the feats etc. of a 10th level fighter, but could be easily dispatched by the PC’s. Very cool stuff.</p></blockquote><p></p>
[QUOTE="Yellow Sign, post: 1129129, member: 5619"] Well be book I have is a copy sent to a gaming supply distrubutor. I got to read it over. The books should be in the stores by as early as next week I think. Here is what I have gleaned from it so far. A very well put together book. The new character classes are very well balanced and have some neat things they can do but do not overshadow the core classes from the PHB. You can play as a Barbarian, Buccaneer, Bokor (not so nice voodoo guy), Fighter, Hougan (other nicer voodoo guy), Ranger, Rogue, Sea Dog, or Shantyman. There are some very cool prestige classes, a few of which focus on the different fencing schools of the time. A cool new feature is the addition of Backgrounds and Fortunes that add some flavor to your characters. Combat works very much in the same way as we are accustomed to now, with a few minor changes, that I think are nifty. Hit points work normally, but once you reach zero you start taking Con damage (similar to the WP/VP system used in Star Wars). Hit points recover at a much more accelerated rate based on the hit die type (a number based on the hit die, + your Con Modifier x your level). Con points return at a rate of 1 per day. Also when you take Con Damage you make a fortitude save at a DC of 10 + the con damage taken or go unconscious. Characters also start out with a number of “lives” (typically 1d4+2) If your character is killed or is involved in a fatal incident such as being on a ship when the powder keg goes up, you lose one of your “lives” as you have miraculously survived, i.e. Blown clear etc. The GM is the only one who knows exactly how many lives you have, so be careful. There is a new combat option called parrying. You can opt to give up your next attack, or one of your attacks from a full attack action to parry your opponents attack, it is an opposed roll vs. your opponents attack roll, if you succeed you parry the attack, if you miss, you take the hit with the appropriate damage. There are some good, semi-realistic gunpowder rules as well, (read as misfires, especially when wet). Opponents come in three types, monsters, NPC’s and Cannon Fodder. The first two work like normal, but the Cannon fodder rules are cool. Cannon fodder guys work just like NPC’s, and can have class levels, but they do not have hit points, only Con points, so all damage goes directly to their Con. So a Cannon fodder enemy with10 levels of fighter still has the base attack bonus, all the feats etc. of a 10th level fighter, but could be easily dispatched by the PC’s. Very cool stuff. [/QUOTE]
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