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Quandary! Can I do a “Pirate” campaign with 4th Ed as it is?
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<blockquote data-quote="Sunglar" data-source="post: 4471944" data-attributes="member: 854"><p>Well, thank you all for your replies… I leave work, get home, and here are all your opinions and ideas. I’ll tackle all you said, sorry for not quoting, but I think the thread is short enough as not to need it!</p><p></p><p>VenezuelanWiz, thanks for clarifying that little bit of misinformation on the AV. I thought I read somewhere that guns were in there, but I might have imagined it. I am after all taking medication for a busted ankle! You make a good point, I also felt that if take away the defender’s armor I might need to compensate, although some people made the argument that there is no compensation needed and that high Int and Dex are key and that such a thing is ideal for the type of campaign I’m proposing.</p><p></p><p>Generally I felt after cursory examination of the defenders that a light armor build seemed suboptimal at firs glance for the classes as they stand. Granted I’ve only DMed 9 session of 4th Ed so far and might not have looked at all the possibilities…</p><p></p><p>I know about the armor the conquistadors wore VenezuelanWiz, I live in Puerto Rico in the Caribbean so we had them around these parts. Matter of fact I can go to a couple of places and see the actual armors they wore. On a non related note, are you located in Venezuela VenezuelanWiz? Just wondering about fellow Latin American role-players, there seem to a be a few of us around,</p><p></p><p>Tequila Sunrise interesting take on the firearms rules. I will definitely try that out! Fits with some of the other ideas, specifically with Saeviomagy observation on the importance of Int and Dex on a game where firearms are present. You, like VenezuelanWiz, suggested some kind of bonus, and I think that is something that worries the players that may play Defenders. ValhallaGH makes a good point about the benefits of the armor itself and there are certainly benefits to still wearing it…</p><p></p><p>I could describe armor with a definitive conquistador feel, but I was going more for a fantasy hybrid that included some elements form classic pirate movies, with Pirates of the Caribbean (only the first one, I really despised the two sequels, but that is subject matter for another post altogether).</p><p></p><p>ValhallaGH (good to read your opinions again by the way) I’m not sure I like skill challenges that much. I may need to thinker with them a bit to make them satisfying. They seem to leave me and my players flat. We already do a lot of Role-Playing with skill tests sprinkled in and it works for us without the need of the skill challenge mechanic as it stands and seems to satisfy everyone involved. Good points on the SW armor rules, I had not thought that out thoroughly and you certainly pointed to problematic aspects.</p><p></p><p>Saeviomagy, excellent point, like I mentioned earlier on this post I think that you are right. The presence of Ref targeting weapons bring in a welcome change in strategies and the role of armor. That change may allow me to keep some fantasy elements and encourage some builds with lighter armor for the Defenders. I know Vikings were pirates as well but not the look I was going for…</p><p></p><p>raven dark64 although you are right that most archetypical pirates would be rangers and rogues, but I don’t want to limit the players just to that two characters, besides I want to make the strange mix I have in mind and that includes Warlord captains and Warlock pirate scourges. I know, my cake and eating it too, I know… (btw, love the links on the signature raven dark64)</p><p></p><p>All excellent points, thank you. So far these are great ideas on how to deal/visualize/rationalize the armor and firearms dilemmas. Now I need to read up on nautical terms and combat generally. Are the vehicle rules in the AV good for this? My copy is in the post office but it seems I’ll have to wait until Saturday to get my hands on it. Any good maritime adventure rules out there? I have Skull and Crossbones (ins that the right name?) form Green Ronin but really have no idea if there are any rules in there I can port over to 4th Ed.</p><p></p><p>Some of my players went as far as suggesting using another system for the campaign. I’ve considered it, but still want to see if I can wrap 4th Ed around my concept. Keep you opinions coming!</p></blockquote><p></p>
[QUOTE="Sunglar, post: 4471944, member: 854"] Well, thank you all for your replies… I leave work, get home, and here are all your opinions and ideas. I’ll tackle all you said, sorry for not quoting, but I think the thread is short enough as not to need it! VenezuelanWiz, thanks for clarifying that little bit of misinformation on the AV. I thought I read somewhere that guns were in there, but I might have imagined it. I am after all taking medication for a busted ankle! You make a good point, I also felt that if take away the defender’s armor I might need to compensate, although some people made the argument that there is no compensation needed and that high Int and Dex are key and that such a thing is ideal for the type of campaign I’m proposing. Generally I felt after cursory examination of the defenders that a light armor build seemed suboptimal at firs glance for the classes as they stand. Granted I’ve only DMed 9 session of 4th Ed so far and might not have looked at all the possibilities… I know about the armor the conquistadors wore VenezuelanWiz, I live in Puerto Rico in the Caribbean so we had them around these parts. Matter of fact I can go to a couple of places and see the actual armors they wore. On a non related note, are you located in Venezuela VenezuelanWiz? Just wondering about fellow Latin American role-players, there seem to a be a few of us around, Tequila Sunrise interesting take on the firearms rules. I will definitely try that out! Fits with some of the other ideas, specifically with Saeviomagy observation on the importance of Int and Dex on a game where firearms are present. You, like VenezuelanWiz, suggested some kind of bonus, and I think that is something that worries the players that may play Defenders. ValhallaGH makes a good point about the benefits of the armor itself and there are certainly benefits to still wearing it… I could describe armor with a definitive conquistador feel, but I was going more for a fantasy hybrid that included some elements form classic pirate movies, with Pirates of the Caribbean (only the first one, I really despised the two sequels, but that is subject matter for another post altogether). ValhallaGH (good to read your opinions again by the way) I’m not sure I like skill challenges that much. I may need to thinker with them a bit to make them satisfying. They seem to leave me and my players flat. We already do a lot of Role-Playing with skill tests sprinkled in and it works for us without the need of the skill challenge mechanic as it stands and seems to satisfy everyone involved. Good points on the SW armor rules, I had not thought that out thoroughly and you certainly pointed to problematic aspects. Saeviomagy, excellent point, like I mentioned earlier on this post I think that you are right. The presence of Ref targeting weapons bring in a welcome change in strategies and the role of armor. That change may allow me to keep some fantasy elements and encourage some builds with lighter armor for the Defenders. I know Vikings were pirates as well but not the look I was going for… raven dark64 although you are right that most archetypical pirates would be rangers and rogues, but I don’t want to limit the players just to that two characters, besides I want to make the strange mix I have in mind and that includes Warlord captains and Warlock pirate scourges. I know, my cake and eating it too, I know… (btw, love the links on the signature raven dark64) All excellent points, thank you. So far these are great ideas on how to deal/visualize/rationalize the armor and firearms dilemmas. Now I need to read up on nautical terms and combat generally. Are the vehicle rules in the AV good for this? My copy is in the post office but it seems I’ll have to wait until Saturday to get my hands on it. Any good maritime adventure rules out there? I have Skull and Crossbones (ins that the right name?) form Green Ronin but really have no idea if there are any rules in there I can port over to 4th Ed. Some of my players went as far as suggesting using another system for the campaign. I’ve considered it, but still want to see if I can wrap 4th Ed around my concept. Keep you opinions coming! [/QUOTE]
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Quandary! Can I do a “Pirate” campaign with 4th Ed as it is?
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