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Quandary! Can I do a “Pirate” campaign with 4th Ed as it is?
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<blockquote data-quote="Saeviomagy" data-source="post: 4471736" data-attributes="member: 5890"><p>Characters with a good int or dex will not need armor. Furthermore they'll have good reflex saves.</p><p></p><p>If you simply made the rules for guns such that guns target reflex instead of armor, then a common quantity of guns will make heavy armor and a bad ref or int score a bad choice in general. Pretty much exactly how it worked in real life.</p><p></p><p>Additionally, people will want a good dex to fire a gun.</p><p></p><p>The fact that the iconic pirate melee weapons (swords) all benefit from high dex will also help.</p><p></p><p>Also - remember that vikings were also pirates, and they were perfectly happy running around in chainmail. It really came down to the existence of the gun that stopped all that.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 4471736, member: 5890"] Characters with a good int or dex will not need armor. Furthermore they'll have good reflex saves. If you simply made the rules for guns such that guns target reflex instead of armor, then a common quantity of guns will make heavy armor and a bad ref or int score a bad choice in general. Pretty much exactly how it worked in real life. Additionally, people will want a good dex to fire a gun. The fact that the iconic pirate melee weapons (swords) all benefit from high dex will also help. Also - remember that vikings were also pirates, and they were perfectly happy running around in chainmail. It really came down to the existence of the gun that stopped all that. [/QUOTE]
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Community
General Tabletop Discussion
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Quandary! Can I do a “Pirate” campaign with 4th Ed as it is?
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