Swashbuckling Adventures d20 (i.e. 7th Sea d20), is there an errata out? Or anything?

Hi all, been a while, anyway, my group were planning to play Swashbuckling Adventurers again soonish (hopefully), and as I was going through the rulebook, I noticed it had quite a sizeable number of things that appeared to be errors, or were just odd, and I was wondering if AEG had released an errata for it?

I've check their site, and whilst they have some errata for 7th Sea, they seem to have nothing for Swashbuckling Adventures, which is rather worrying. Further, they didn't seem to have any BBS/Forums I could check for an errata. So I was wondering, have the released or talked about any errata through other channels?

Specifically, whilst there were lots of minor things (misnamed Feats for example, I presume Sharp Shooting Expert is the same feat as Sharpshooter, and Improved Bow (sic) Use is actually Improved Staff Use), there are some major ones as well. For example, about seven or eight prestige classes, including two that us players want to go into, have an ability called "Exploit Weakness", but it's not described under ANY of the PrCs that have it, nor anywhere else in the book, AFAICT.

Some of the balancing on the PrCs seems a little strange, too (a marine is far more dangerous with a pistol than the pistols-only PrC is, for example), but maybe that's another thread. I would have thought an errata would have had a thing or two to say about some of them, though.

PS - If you play 7th Sea, and there's an ability called Exploit Weakness, perhaps you could tell us what it does, and we could just work out some homebrew rules for it...
 

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Cool, that answers my questions on Exploit Weakness. I suspect they were never able to come up with a suitable way of handling it in the d20 rules, but left it in, expecting to before they printed. Oh well.
 

Expecting AEG to come up with errata is like waiting for the second coming -- not only is the 7th Sea errata well over two years old, it answers very few of the many problems with the system (which is why we converted over to Swashbuckling Adventures in the first place). I suggest that you just come up with some house rules. They're not too great at justifying their own rules decisions, either. BTW, the magic-using classes in Swashbuckling Arcana (formerly known as Magic of Theah) are extremely unbalancing, and require some work to make them feel more "7th Sea-ish."
 

tetsujin28 said:
Expecting AEG to come up with errata is like waiting for the second coming -- not only is the 7th Sea errata well over two years old, it answers very few of the many problems with the system (which is why we converted over to Swashbuckling Adventures in the first place). I suggest that you just come up with some house rules. They're not too great at justifying their own rules decisions, either. BTW, the magic-using classes in Swashbuckling Arcana (formerly known as Magic of Theah) are extremely unbalancing, and require some work to make them feel more "7th Sea-ish."

Unbalancing? What do you mean? Personally, I think the magic classes are weaker than the other core classes - they require at least one feat that does nothing but allow you to advance in the class (a pet peeve of mine), and the full-bloods pretty much can't multiclass - which cuts down on the prestige class abuse that I think may be a problem with the Swashbuckling Adventures core book.

Now, if you mean the magic classes just don't evoke the same feeling in d20 as they do in the original game - I can see that. Some classes are better than others. I like how they did Porte and Sorte - especially Sorte. IMO, d20 Fate Witches come closer ruleswise to how the background material describes them than the original Fate Witches. The Glamour Mages seem a bit bland, though. I like the concept of the (small) spell lists for each class though - it does a good job of representing little affinities the mages pick up, and helps differentiate mages of the same class - so not every Porte Mage 5 looks the same. I like the rules for the Ussuran shapeshifters, because they give me a better handle on how to use them in a game, but I do think there's a large style difference between them and their R&K counterparts.

And yeah, there are some buzzlers in there. Why do Fate Witches have Decipher Script as a class skill if they're illiterate? What are the Glamour Mages' bonus feats? Is the d10 hit die for Glamour Mages a typo?

Overall, there's a couple of things - d20 and the original system seem to be on a different scale. A starting 7th Seas character would be a 4-6th level d20 character, probably, and I could easily conversions of a lot of published NPCs coming up with d20 counterparts well in excess of 20th level. But then again, I think a lot of the original 7th Sea NPCs were very much over the top, anyway, so that's not a big deal to me.

But the biggest difference in feel, for me, is the lack of Drama Dice. Yeah, there is the Panache feat, but eh, that's just not the same. I'll probably just use Spycraft's Action Dice system in my game.

Richard
 

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