Swashbuckling Adventures

Zef said:
I can't think initially how to have a group in that sort of campaign

Also ref: Any of the 'How to Start A Group' threads.

1. You are all servants of the King, under bond to protect this important trade road against bandits.

2. You all have a tie to this particular ship; either you serve on her, you are friends with the captain, etc.
 

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Okay, let me start wth this - I really liked it. I am running a start and stop S.A. game and find that the balance issues really aren't that bad. I purchased the Heroes, Villains, and Monsters book and intend to pick up the Magic book as soon as I can get my grubby mitts on it.
However, yes, the editing is indeed very bad, and I was very disappointed to find no rules at all for the unique magic that I loved in the original 7th Sea. In fact the characters that are being played are in some cases temporary, awaiting the Magic rules.
However (again) there was no way that I was going to put the game down and wait four months for the whole kit and kaboodle to be out. So, yes indeed, buy the sucker if you enjoy the smell of salt water, the stench of blackpowder and deeds of daring do.

The Auld Grump, grabbing a convenient rope and swinging away...
 


Yes, Dragon #301 has a whole big article on using D&D for swashbuckling adventures, including feat and skill suggestions. It's pretty neat, but it's not a whole new system.

The most annoying thing about it was the firearms damage (pistol does 1d6, musket 1d8), but I guess that's "balanced" since you can only use them once every so many rounds and they're treated as ranged touch attack weapons.

Other than that, I've only three words... Zorro the Illithid!

TWK
 

BIGLOU

I will keep my response very quick, not to repeat the above.

Poor editing, but massive amounts of content. There are probably more crunchy bits that all the builders put together.

I do not use the campaign specific stuff so I will leave those comments to those in the know.

I wanted to have a better light armored high dex fighter and this book has the answers. Keep in mind that there are some balance issue..... Adjudicate accordingly. Especially the 3 feats that grant armor bonuses. +17 to you base amour class at level 20 is too powerful for 3 feats.

Just for the raw ideas that I may take and rework this book is worth the price IMHO.

BIGLOU
 

Balance & Online game

IMO, the book is definately worth the price. There are definately some holes within the rules as well as the balance issues, but this falls to the wayside significantly if the entire campaign is run within the Thean world.

I'm looking for some additional suggestions for rules to augment the D20 SA guide as well as the 7th Sea gaming systems. I've recently started work on a 7th Sea online game (http://www.treyvan.com/~swash) which will use the SA rules as a baseline and then branch out to import some of the 7th Sea D10 R&K system. I'm sure there will be faults with it that I'd like to add other rules from other systems for. Any other suggestions?

I'd like anyone that's interested to post some suggestions on how to remove some of the balance issues and/or fix some of the holes.

-X
 

Okay, first off I would recommend adding some required proficiencies to the Unarmored Defense feats, Dodge and Mobility for the intermediate and advanced feats respectively, having had a PC with all three feats at first level almost soured me on the feats, adding the requirements slows them down just a tad. Other possible choices for requiremens include Lightning Reflexes, Tough, or Great Fortitude.

On the whole the classes balance against each other better than their 7th Sea equivalents, just not against straight D&D characters. (Well the feats more than anything else really)

I have implemented the 'Karma Dice' from the 7th Sea Gamemasters guide, changing the dice from d10s to d4s, in keeping with the lower rolls typical to d20. The first time a black d4 entered the pot you could see them get worried... When Alfredo fell from the roof and suffered both the damage from the fall and an ignoble defeat they were almost relieved to have it out of the pot. I have found Karma dice the best way to reward heroism and punish villainy/stupidity. The party started policing themselves very quickly.

I would also suggest having the more prestigious of the Swordsman's Schools requiring a mentor, or even a blackball system. (All the assembled leaders of the guild placing either a black or a white ball into a black velvet bag. If even one ball is black then the answer is 'no', the player can't join the school that season. (Finding out who cast the blackball and why can be an adventure in and of itself.)

Membership is a feat that needs some tweaking, the fact that it basically tosses the ball into the DM's court bothers me a little, some type of 'membership ranking' may be necessary, who can ask what of the secret society and at what rank. A simple level test with a charisma modifier may be the ticket, varying the DC with what is being requested. (5 for a night's lodging, 10 for being hidden from the City Watch, etc.)

The other part that needs work is Dracheneisen, I would recommend making a feat to be taken at level 1 that determines how much Dracheneisen the PC is in a position to inherit. Unlike 7th Sea I suggest NOT allowing the PC to begin with Dracheneisen. With the PC determining at what level the inheritance kicks in, the longer the wait, the better the armor. I have not yet come up with a chart that I feel happy with, but I am getting close.

I strongly suggest not choosing the 'you get nothing' option for the Faith feat, it just ssems completely unfair, both in d20 and 7th Sea.

I am still coming to grips with Swashbuckling Arcana, the magic is so much more versatile than in 7th Sea, while being in some ways strangely vague, lots of 'flavor text' suggestions.

Some of the added flexibility I agree with, the ability of Glamour mages to cast illusions make perfect sense. The spell casting abilities of Porte mages is a little less understandable. Necessary to balance the Sorcerer classes against each other, but somehow a bit flat. Frankly I was expecting a feats based system, allowing the sorcerous abilities to be taken while the PC remains in another class, oh well.

A hubris not in the game but highly recommended is 'Evil Twin', yeah, it’s a cliche but boy it can be fun, as is 'Inconvenient Friend/ Relative' who always shows up at exactly the wrong time, and 'Embarrassing Twin', not evil, not misunderstood, just feckless and foolish.

If you are running a sea based game make sure the PCs get a map of the ship, and a chance to customize her and make her their own. (There is a nifty free program for mapping called Dungeoncrafter, one of the user submitted sets for the program is for mapping ships. Handing the PCs a map of the ship really helped them get attached to her. Http://www.Dungeoncrafter.com for the program itself, http://underworld.dfxwebs.com/dc1customs/ship.shtml
for the ship tileset.

I would also change the guns to martial weapons, the flintlock has been invented in Thea, and guns are very common.

Non-rules advice follows, feel free to ignore if you already feel up to the game:

Start with a bang, I began my most recent campaign with a mass battle scene, with the PCs pinned in the cellar of a collapsed building by artillery fire.

Try to get the players to design a party, not just individual characters. Give them some core to create their band of brothers around, be it ship, king, or organization.

Set up scenarios for SA as if they were scenes in a t.v. series, time breaks to coincide with cliffhangers, silly, but it works. Try to end each session except for the last one in a scenario with an action based cliffhanger, swinging from the chandelier, the thugs leaping off of a low roof onto the party, the closing vessel raising the Roger as she turns to broadside, etc..

Feel free to swipe story ideas from any action based game/movie/book, I did a game based on Sweeney Todd once, lots of fun when they went into the barbershop to meet their spy contact, only to find that he had 'disappeared'. (Care for a meat pie?)

For miniatures, I have been using a combination of plastic Games Workshop Mordheim and Empire figures and the Pirates of the Dragonspine Sea set by Reaper Miniatures. Reaper miniatures also makes a figure called Razig the Undead Pirate (Reaper Miniatures 2437), which is a scenario waiting to happen. I ended up using Mordheim accesories and plastic skeletons and zombies to give him a ghastly crew. I just used the rules for Wights from D&D and gave them pistols and cutlasses. For some reason the one carrying the lantern scared the PCs, so I gave them a reason to be scared... part of being a D.M. is knowing when to steal ideas from your players :D . (It was fun afterwards listening to them congradulate themselves on the accuracy of their 'deductions'...)

Hmmm, went on a bit longer than intended. Good luck with the game,
The Auld Grump
 
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Having just wrapped up a massive 7th Sea game that took three years, we have started our new game using Swashbuckling Adventures.

There are several things to keep in mind regarding the book and its supplements:
  • The power level is high: Many of the prestige classes don't balance with those given in other supplements or the DMG.
  • There are no clerics: Getting wounded and recovering is a time-consuming business. I highly recommend that someone in the party take the Field Surgeon prestige class.
  • It is best used as a replacement for 7th Sea: Id est, that it doesn't work too well as a sort of "swashbuckling module" for your regular D&D campaign.
  • That said, Theah is Theah: Related to the above. Adding elves, dwarves, &c. won't make sense in the world. Everyone is human.
  • Some of the prestige classes are outright stupid: The Ship's Entertainer comes especially to mind. Who wants to play Julie, your Cruise Director?:rolleyes: Others, such as the Reis, are actually one-of-a-kind templates, rather than prestige classes proper.
  • Swashbuckling Arcana, the magic supplement, is unbalancing: Whilst the rest of the material has been balanced to maintaining the feel of Theah/7th Sea, the magic book seems to be catering to the fireball school of D&D of yore. The magical classes are massively overpowered (d10 hit dice for mages, anyone?). With a knocking down by one hit die type, and careful editing of the spell lists, though, it can work quite nicely. It helps if you've played 7th Sea, or have someone in your group who has.

With all these caveats, is it worth buying? Depends. If you're interested in adventuring in the world of Theah, it's well worth it, even if it requires careful reading so that you know what sort of balance issues you'll be running into. If you're just looking to inject some swashbuckling flavor into your existing campaign, $35 is a lot for something you'll have to look very carefully at to make sure you won't add things you'll regret in the end.
 

I own it and have read through it but haven't played with it yet. My impression is that the power level of feats and classes is ratcheted up a little because the world is expected to have fewer magic items. Thus the increase in inherent character power compensates.
 


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