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Swashbuckling Adventures (D20 7th Sea)
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<blockquote data-quote="EYaple" data-source="post: 264701" data-attributes="member: 6104"><p>Well as the lead writer for the project and the brainchild of the project I will admit that editing was a problem with the book. The main problem comes in the fact that the book has 220+ pages of mechanics and finding a mechanics writer that can keep his eyes open for that long and not become wall eyed (well I bet you cannot do it in a couple of weeks <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ). From my perspective, being a lousy editor myself, Rob and Nancy did pretty well and least translating my CCG speak to RPG speak... There comes a point where the editing has to cut off and the book has to go to layout.</p><p></p><p>To answer Kaptain Kaos' concerns...</p><p></p><p>Arcane feats are there for option use. A disclaimer is provided. They are there for the "role" playing gamer who enjoys social interaction. They were only included to keep the 7th Sea fans happy. The way you use them is typically they are activated before a player declares an action. Personally I would never use them, but I know others who would and do...</p><p></p><p>The weaknesses were originally included in the design of the class, but nothing that we came up with worked well, AND matched what they did in the d10 version. The choice was made by me, as I wrote ALL of the swordsman schools (as well as a lot of items, core classes, feats, advanced rules and a whole raft of stuff that was pushed off for Magic of Theah), to cut that section. The flavor about weaknesses was left as flavor. Personally I am impressed that you read the entire intro, I usually skip that stuff and get to the rules <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. From my CCG days I am use to having flavor that does not totally mesh with Rules, that choice may have been influenced by that background.</p><p></p><p>Background Feats: Actually these are "Profession" Feats, and the skill requirement is there, because something with an ongoing benefit that you will affect you over and over should have some cost. Also they were intended to represent what your character currently makes a living at, without having to default to a CClass.</p><p></p><p>I thank you for your interest in the book, if you like you can email direct any time, except weekends, when I will not get to until Monday.</p></blockquote><p></p>
[QUOTE="EYaple, post: 264701, member: 6104"] Well as the lead writer for the project and the brainchild of the project I will admit that editing was a problem with the book. The main problem comes in the fact that the book has 220+ pages of mechanics and finding a mechanics writer that can keep his eyes open for that long and not become wall eyed (well I bet you cannot do it in a couple of weeks :) ). From my perspective, being a lousy editor myself, Rob and Nancy did pretty well and least translating my CCG speak to RPG speak... There comes a point where the editing has to cut off and the book has to go to layout. To answer Kaptain Kaos' concerns... Arcane feats are there for option use. A disclaimer is provided. They are there for the "role" playing gamer who enjoys social interaction. They were only included to keep the 7th Sea fans happy. The way you use them is typically they are activated before a player declares an action. Personally I would never use them, but I know others who would and do... The weaknesses were originally included in the design of the class, but nothing that we came up with worked well, AND matched what they did in the d10 version. The choice was made by me, as I wrote ALL of the swordsman schools (as well as a lot of items, core classes, feats, advanced rules and a whole raft of stuff that was pushed off for Magic of Theah), to cut that section. The flavor about weaknesses was left as flavor. Personally I am impressed that you read the entire intro, I usually skip that stuff and get to the rules :). From my CCG days I am use to having flavor that does not totally mesh with Rules, that choice may have been influenced by that background. Background Feats: Actually these are "Profession" Feats, and the skill requirement is there, because something with an ongoing benefit that you will affect you over and over should have some cost. Also they were intended to represent what your character currently makes a living at, without having to default to a CClass. I thank you for your interest in the book, if you like you can email direct any time, except weekends, when I will not get to until Monday. [/QUOTE]
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