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<blockquote data-quote="The Shaman" data-source="post: 5257570" data-attributes="member: 26473"><p>"Never," <strong>Reynard</strong>, is a deeply subjective judgement.</p><p></p><p>I looked at a bunch of systems for running <a href="http://www.obsidianportal.com/campaigns/le-ballet-de-l-acier" target="_blank">a 17th century swashbuckling game</a>. <em>Riddle of Steel</em> and <em>Swashbuckler</em> were much too fiddly for my tastes. <em>Lace and Steel</em> was too gimmicky. <em>Savage Worlds</em> missed the strong genre archetypes out-of-the-box (and before the <em>SW</em> fans get in a snit, I bought <em>Pirates of the Spanish Main</em> and <em>Soloman Kane</em>, though I returned the latter).</p><p></p><p>I also considered using <em>AD&D</em> with the 2e historical supplement <em>A Mighty Fortress</em>, but the problem of "undefined skills" and "reduced options" for me is that it also utterly failed to capture the flavor of the swashbuckling genre.</p><p></p><p>So there was a good level of granularity for me in <em>Flashing Blades</em>: four archetypes, with characters choosing anywhere from three to six broadly defined skills, which makes a character on a par with an <em>AD&D</em> thief or ranger (or a B/X elf or dwarf) in terms of 'class abilities.' It does what I want it to do, without doing more than I need.Conan's climbing skill is part of his general athleticism; I have no problem with assuming a similar level of skill to anyone in the fighter class, subject to the character's actual attributes.While I have no problem enjoying <em>OD&D</em> or <em>AD&D</em> as-written, the games I most enjoy add a bit more detail than that, but certainly nowhere near as much as d20, GURPS, <em>Rolemaster</em> or other more rules-laden systems.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 5257570, member: 26473"] "Never," [b]Reynard[/b], is a deeply subjective judgement. I looked at a bunch of systems for running [url=http://www.obsidianportal.com/campaigns/le-ballet-de-l-acier]a 17th century swashbuckling game[/url]. [i]Riddle of Steel[/i] and [i]Swashbuckler[/i] were much too fiddly for my tastes. [i]Lace and Steel[/i] was too gimmicky. [i]Savage Worlds[/i] missed the strong genre archetypes out-of-the-box (and before the [i]SW[/i] fans get in a snit, I bought [i]Pirates of the Spanish Main[/i] and [i]Soloman Kane[/i], though I returned the latter). I also considered using [i]AD&D[/i] with the 2e historical supplement [i]A Mighty Fortress[/i], but the problem of "undefined skills" and "reduced options" for me is that it also utterly failed to capture the flavor of the swashbuckling genre. So there was a good level of granularity for me in [i]Flashing Blades[/i]: four archetypes, with characters choosing anywhere from three to six broadly defined skills, which makes a character on a par with an [i]AD&D[/i] thief or ranger (or a B/X elf or dwarf) in terms of 'class abilities.' It does what I want it to do, without doing more than I need.Conan's climbing skill is part of his general athleticism; I have no problem with assuming a similar level of skill to anyone in the fighter class, subject to the character's actual attributes.While I have no problem enjoying [i]OD&D[/i] or [i]AD&D[/i] as-written, the games I most enjoy add a bit more detail than that, but certainly nowhere near as much as d20, GURPS, [i]Rolemaster[/i] or other more rules-laden systems. [/QUOTE]
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