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So what didn't you get for 3X?
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<blockquote data-quote="Kaffis" data-source="post: 3967559" data-attributes="member: 10305"><p>Seconded.</p><p></p><p>Mass combat has always been something that I keep wanting to do, but have never been satisfied with suggestions on how to handle it compellingly and with some balance.</p><p></p><p>Stormwrack could/should have been much more. Well, alternatively, I would ideally have made Stormwrack focus a bit more on the ships, ship combat, and threats of the deep (and other sea-borne adventure hooks), then *also* released a Races of Water and a Complete Buckle-swashing book to divide the PrC's and spells amongst (Dread Pirate, Scarlet Corsair to Complete Buckle-swashing; Sea Witch, Wavekeeper, Stormcaster, etc. to Races of Water).</p><p></p><p>Then, you fill up the Complete book with some Complete Adventurer-style skill attention, giving DCs for all kinds of off-the-wall Musketeer/Errol Flynn-style swashbuckling jumps, tumbles, bluffs, etc., as well as a chapter devoted to DMing swashbuckling campaigns, where use of the environment is paramount, craziness ensues, the more cinematic and dramatic the notion, the more effective the result on success, etc. Really stoke the imagination and give some examples of scenes and encounters that go beyond "I charge and attack."</p></blockquote><p></p>
[QUOTE="Kaffis, post: 3967559, member: 10305"] Seconded. Mass combat has always been something that I keep wanting to do, but have never been satisfied with suggestions on how to handle it compellingly and with some balance. Stormwrack could/should have been much more. Well, alternatively, I would ideally have made Stormwrack focus a bit more on the ships, ship combat, and threats of the deep (and other sea-borne adventure hooks), then *also* released a Races of Water and a Complete Buckle-swashing book to divide the PrC's and spells amongst (Dread Pirate, Scarlet Corsair to Complete Buckle-swashing; Sea Witch, Wavekeeper, Stormcaster, etc. to Races of Water). Then, you fill up the Complete book with some Complete Adventurer-style skill attention, giving DCs for all kinds of off-the-wall Musketeer/Errol Flynn-style swashbuckling jumps, tumbles, bluffs, etc., as well as a chapter devoted to DMing swashbuckling campaigns, where use of the environment is paramount, craziness ensues, the more cinematic and dramatic the notion, the more effective the result on success, etc. Really stoke the imagination and give some examples of scenes and encounters that go beyond "I charge and attack." [/QUOTE]
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