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Quandary! Can I do a “Pirate” campaign with 4th Ed as it is?
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<blockquote data-quote="Klaus" data-source="post: 4472012" data-attributes="member: 607"><p>Guns: use crossbows. If you want, make pistols and rifles work like crossbows with the High Crit keyword and increase the reload by one step (free to minor, minor to move).</p><p></p><p>Heavy Armor: that is automatically balanced by the fact that you can add Dex or Int to AC with light armor and not with heavy. Granted, you'll see much more agile and/or savvy characters, but that works for the setting.</p><p></p><p>For the average pirate character, you'll see lots of rogues and rangers, with some warlords thrown in. Almost everyone will be trained in Acrobatics and the use of the Acrobatic Stunt action should be encouraged.</p><p></p><p>There's no skill dealing with navigating and sailing ships. You could turn the sailing of a ship into a Skill Challenge, using Nature (knowledge of stars, winds and currents), Perception (noticing brewing storms and hidden reefs), Streetwise (using information gathered from other sailors in the last tavern) and History (the skill most likely to cover information on geography and stories about islands and naval battles).</p><p></p><p>Adding such a skill challenge, you can allow the captain of the ship (a PC) to grant bonus to allies or to damage opponents through his Skill Challenge.</p></blockquote><p></p>
[QUOTE="Klaus, post: 4472012, member: 607"] Guns: use crossbows. If you want, make pistols and rifles work like crossbows with the High Crit keyword and increase the reload by one step (free to minor, minor to move). Heavy Armor: that is automatically balanced by the fact that you can add Dex or Int to AC with light armor and not with heavy. Granted, you'll see much more agile and/or savvy characters, but that works for the setting. For the average pirate character, you'll see lots of rogues and rangers, with some warlords thrown in. Almost everyone will be trained in Acrobatics and the use of the Acrobatic Stunt action should be encouraged. There's no skill dealing with navigating and sailing ships. You could turn the sailing of a ship into a Skill Challenge, using Nature (knowledge of stars, winds and currents), Perception (noticing brewing storms and hidden reefs), Streetwise (using information gathered from other sailors in the last tavern) and History (the skill most likely to cover information on geography and stories about islands and naval battles). Adding such a skill challenge, you can allow the captain of the ship (a PC) to grant bonus to allies or to damage opponents through his Skill Challenge. [/QUOTE]
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Quandary! Can I do a “Pirate” campaign with 4th Ed as it is?
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