Swashbuckling Adventures (D20 7th Sea)

FCWesel

First Post
Hey all. Just got this at my local game store and I am wondering if anyone else has gotten it yet.

The sorcery system does not seem to be in it at all??!!

There's a TON of classes (prestige and base) and a ton of Feats, I look forward to plundering it for my real D20 games, but I am likely to stick wih 7th Sea D10 because it simply is a damn better game system than D20 is, especially for the swashbuckling aspect.
 

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I already reviewed this book in the General Forum. Big long thread with lots of comments!

http://enworld.cyberstreet.com/showthread.php?s=&threadid=16612

The book is one of the worst edited RPG products of all time. Many errors and ommissions, including a ton of cases where they failed to even convert 7th Sea rules to d20. Fighting styles talk about weaknesses, but then never follow through with it from a rules standpoint (except for 1 PrC out of how many dozens?).

That said, it is a treasure trove of crunchy bits; lots of goodies between the goofs. Which is a shame, because with another few weeks of EDITING, this book would have kicked ass like AEG's SPYCRAFT did a few months back.
 
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Are we talking about "the" Seven Seas game system as being better than d20??? I must disagree. The character creation rules are so bad. Nothing to compare to the clean d20 rules. The character classes were so limiting and the magic was underpowered to the point of being useless unless you were at 5th level.

You know the rules were bad when the creator has to defending his game system when people write him on ways of fixing them.
 


Kaptain_Kantrip said:
I already reviewed this book in the General Forum. Big long thread with lots of comments!

http://enworld.cyberstreet.com/showthread.php?s=&threadid=16612

The book is one of the worst edited RPG products of all time. Many errors and ommissions, including a ton of cases where they failed to even convert 7th Sea rules to d20. Fighting styles talk about weaknesses, but then never follow through with it from a rules standpoint (except for 1 PrC out of how many dozens?).

That said, it is a treasure trove of crunchy bits; lots of goodies between the goofs. Which is a shame, because with another few weeks of EDITING, this book would have kicked ass like AEG's SPYCRAFT did a few months back.

Okay, we get the picture that you think it's edited poorly. You've said it on three seperate threads now.
 


After reading Kaptain Kantrip's reviews I still went ahead and bougth it today, basically only for the crunchy bits.
I've only paged through it and I am now reading through the feats (man are some of them overpowered!) and yes, I can see what Kantrip was refering to, and yes, it does bear mention in 3 different threads because the editing is bad. Sad for such an established company.

As far as OGC it is a treasure trove and worth the $30 I paid (I got a discount). That alone made me happy. I also got an intro to Theah, which I had been wanting. I love the concept of 7th Sea but it is too expensive for me to buy the 2 books, so now I get the story aspect of it, which is what I wanted. :)

Short and to the point: Bad editing, good concepts, great on the OGC/Crunchy Bits department.
 

I just wanted to say that I can't see what problem you people are having with the Arcana feats. Instead of the action die situation for the Original 7th Sea, a player or GM can activate hubris or flaw once per day per enemy.

I can't see how that was hard to figure out.:cool:

On the subject of the weaknesses for each school, they wern't much use in the original version, since they were only good for your own school.
 

Wolfx said:
On the subject of the weaknesses for each school, they wern't much use in the original version, since they were only good for your own school.

That is true, but I would love to have some system where it becomes more important. I have this vision in my head where a pc could use spot to recognize a style, and then make a check to see if they get bonuses against that style.

I still plan to look through the book myself, but I hope they lay some basic framework that I can build a good system out of.

FD
 

Wolfx said:
I just wanted to say that I can't see what problem you people are having with the Arcana feats. Instead of the action die situation for the Original 7th Sea, a player or GM can activate hubris or flaw once per day per enemy.

I can't see how that was hard to figure out.:cool:

Because they just say "activate" it renders the mechanics open to interpretation and possible confusion as to just how one "activates" the hubris/flaw. Initially, I took the rule at face value, but then I started thinking about it and saw that it could potentially cause a lot of problems, not to mention hard feelings among the players if a player activated someone else's flaw to get them to do something stupid or dangerous, and did so out of pure spite or for their own amusement. I think the rule needs a much clearer definition to make it playable and avoid the situations I mentioned above.

Anyway, I'm apalled by the editing, but I'm in love with the crunchy bits. As I've said before, I got my $35 worth out of the book, but did have to go to an unreasonable amount of trouble (house ruling to fix editing mistakes) in order to do so. I never said, "don't buy it"... I essentially said, "Read it before you buy it and decide for yourself if all the great crunchy bits are worth the trouble".
 

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