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<blockquote data-quote="Umbran" data-source="post: 6286972" data-attributes="member: 177"><p>Yes. But, they weren't substituting for competence in sailing. There's more to running a crew than how to make the boat go. They were substituting for competence in people-management. The fighter-captain isn't set to have Profession (sailor), Diplomacy, and Sense Motive, which is what he really needs.</p><p></p><p></p><p></p><p>Yep. But, let's be honest here. Real pirating is like real soldiering. Most of it is dead boring, with short periods of terror and long periods of threat of scurvy. This does not an adventure game make.</p><p></p><p> </p><p></p><p>That's fine. I'm not fixated on intimidation. The fighter-captain is still short on skills, and will still be outperformed by the Expert-Captains in most respects for at least several levels.</p><p></p><p></p><p></p><p>See above on how most of it is dead boring. Few are likely to want to play through getting sailors to swab the deck, and if they do, I daresay there are systems dozens of times better at that than D&D. I think it is reasonable to guess that folks signing on for D&D are expecting significant amounts of dramatic action.</p><p></p><p></p><p></p><p>You seem to miss the point - what the player wants isn't relevant here. The 3.x <em>skill system implies</em> that, to compete, you need to be a bit of a skill monkey. There are two ways to get the required broad competence - be a low-level skill monkey character, or be a moderate level non-skill-monkey character. Either will do.</p><p></p><p></p><p></p><p>Yep. But at 6th or 10th level, you have the skills to match the low-level Expert most of the time, and the rest of the time, you are a 6th to 10th level fighter, and can personally kick the collective butts of him and his entire crew! This is why if he wants to play a fighter-captain, he's got to play through so many levels of story initially, and why how long those levels take kind of matters.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6286972, member: 177"] Yes. But, they weren't substituting for competence in sailing. There's more to running a crew than how to make the boat go. They were substituting for competence in people-management. The fighter-captain isn't set to have Profession (sailor), Diplomacy, and Sense Motive, which is what he really needs. Yep. But, let's be honest here. Real pirating is like real soldiering. Most of it is dead boring, with short periods of terror and long periods of threat of scurvy. This does not an adventure game make. That's fine. I'm not fixated on intimidation. The fighter-captain is still short on skills, and will still be outperformed by the Expert-Captains in most respects for at least several levels. See above on how most of it is dead boring. Few are likely to want to play through getting sailors to swab the deck, and if they do, I daresay there are systems dozens of times better at that than D&D. I think it is reasonable to guess that folks signing on for D&D are expecting significant amounts of dramatic action. You seem to miss the point - what the player wants isn't relevant here. The 3.x [I]skill system implies[/I] that, to compete, you need to be a bit of a skill monkey. There are two ways to get the required broad competence - be a low-level skill monkey character, or be a moderate level non-skill-monkey character. Either will do. Yep. But at 6th or 10th level, you have the skills to match the low-level Expert most of the time, and the rest of the time, you are a 6th to 10th level fighter, and can personally kick the collective butts of him and his entire crew! This is why if he wants to play a fighter-captain, he's got to play through so many levels of story initially, and why how long those levels take kind of matters. [/QUOTE]
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