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ShortQuests -- individual adventure modules! An all-new collection of digest-sized D&D adventures designed to plug in to your game.
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Swashbuckling Adventures
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<blockquote data-quote="tetsujin28" data-source="post: 637160" data-attributes="member: 1478"><p>Having just wrapped up a massive 7th Sea game that took three years, we have started our new game using Swashbuckling Adventures.</p><p></p><p>There are several things to keep in mind regarding the book and its supplements:</p><ul> <li data-xf-list-type="ul">The power level is high: Many of the prestige classes don't balance with those given in other supplements or the DMG.</li> <li data-xf-list-type="ul">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. </li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">That said, Theah is Theah: Related to the above. Adding elves, dwarves, &c. won't make sense in the world. Everyone is human.</li> <li data-xf-list-type="ul">Some of the prestige classes are outright stupid: The Ship's Entertainer comes especially to mind. Who wants to play Julie, your Cruise Director?<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /> Others, such as the Reis, are actually one-of-a-kind templates, rather than prestige classes proper.</li> <li data-xf-list-type="ul"><em>Swashbuckling Arcana</em>, 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.</li> </ul><p></p><p>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 <em>very</em> carefully at to make sure you won't add things you'll regret in the end.</p></blockquote><p></p>
[QUOTE="tetsujin28, post: 637160, member: 1478"] 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: [list] [*]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. [*][i]Swashbuckling Arcana[/i], 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. [/list] 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 [i]very[/i] carefully at to make sure you won't add things you'll regret in the end. [/QUOTE]
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