RichGreen
Adventurer
Hi,
I've been toying around with some ideas for a "Fantasy Caribbean" setting for quite a while now and need to start nailing down some details. The campaign would be more like D&D than Skull and Bones as I would allow sorcerors, wizards and the setting would have dwarves and orcs in it, but with a time period closer to the Golden Age of Piracy than Freeport.
I have a couple of questions:
1. Which non-core character classes would you recommend for use in this setting? Would you allow both Arcana Unearthed/Evolved's Unfettered and Complete Warrior's Swashbuckler? Are the classes in Skull and Bones and Swashbuckling Adventures any good?
2. Which defence bonus would work best -- Unearthed Arcana's or the one in Green Ronin's Advanced Gamemaster's Guide? Would either of these cause balance problems when used with the classes above?
Any advice gratefully received!
Cheers
Richard
I've been toying around with some ideas for a "Fantasy Caribbean" setting for quite a while now and need to start nailing down some details. The campaign would be more like D&D than Skull and Bones as I would allow sorcerors, wizards and the setting would have dwarves and orcs in it, but with a time period closer to the Golden Age of Piracy than Freeport.
I have a couple of questions:
1. Which non-core character classes would you recommend for use in this setting? Would you allow both Arcana Unearthed/Evolved's Unfettered and Complete Warrior's Swashbuckler? Are the classes in Skull and Bones and Swashbuckling Adventures any good?
2. Which defence bonus would work best -- Unearthed Arcana's or the one in Green Ronin's Advanced Gamemaster's Guide? Would either of these cause balance problems when used with the classes above?
Any advice gratefully received!
Cheers
Richard