[The Le Games] 3-year anniversary! $1.99 bundle!

TheAuldGrump said:
I picked up the bundle while looking up other stuff from your list of products. I picked it up as soon as I saw the contents. Good stuff.

As an aside, I have been running a game for younger players using Unorthodox Pirates, and have been having a great deal of fun with it. Probably your best product to date, at least as far as my patch covered piratical eye is concerned. :) I am writing up a review in my non-existent free time. Some related supplements might be worth a thought. (The BBEG for the campaign is a Ghostly Buccaneer. His chief companions are a trio of assorted classes from Unorthodox Witches.)

The Auld Grump

Thanks a lot! I have to ask though, what are your honest opinions on the gun rules in Unorthodox Pirates?

One person said that the gun mechanics were a bit weak and didn't give people a good reason to use guns at all. However, I was going for a more realistic set of rules -- load the gun well ahead of time and use it one-time in combat (in the midst of meelee combat you won't have much time to reload).

`Le
 

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TheLe said:
Thanks a lot! I have to ask though, what are your honest opinions on the gun rules in Unorthodox Pirates?

One person said that the gun mechanics were a bit weak and didn't give people a good reason to use guns at all. However, I was going for a more realistic set of rules -- load the gun well ahead of time and use it one-time in combat (in the midst of melee combat you won't have much time to reload).

`Le

I have to agree that the gun rules are the weakest point, I looked at them, then decided to run with my current rules - a quick run through of the major problems that I had:

A feat to create a pepperbox revolver rather than just giving a Craft (firearms) DC was not all that efficient. There were also several variations on the theme, with 'Duck's foot' pistols being popular for boarding actions. Unlike a pepperbox or 'Dublin revolver' all the barrels could be fired at once - nasty at close range, but a poor choice for any other range. (For some reason this bothered me more than the other problems, maybe because I have seen most of the other problems too many times in the past....)

The given prices are far too expensive - guns were relatively cheap and easy to make, especially compared with the longbow. (I actually run with Longbow as being a better candidate for exotic weapon, if you want to train a longbowman then start with the grandfather. :p ) Is a pistol really worth three times as much as a longbow? Five times as much as a heavy crossbow?

Guns are too slow to load, though only in comparison to the crossbow - I have no problem with a bowman being able to load and fire faster than a handgonner, but the reason that the gun replaced the crossbow was that it is faster to load, and nearly as easy to use. I actually changed the rate of fire for heavy crossbows, but they are so ingrained in typical D&D settings.... The cranequin based heavy crossbow took about a minute to reload, while the Brown Bess (British firearm of the early 1700s) fired between three and five shots in the same amount of time. An advantage of both guns and crossbows over longbows was the ability to 'hold your fire' until you had a decent shot.

It is way too dangerous to craft gunpowder, and way too many feats and skills required. Gunpowder is made by the barrel, if it were likely to explode even one out of twenty attempts then no one would use it. And, like the guns themselves, gunpowder should be cheap.

Guns are too likely to disastrously misfire - the Brown Bess, standard firearm for the British forces for a very long time, misfired once out of sixteen shots under battlefield conditions. Most misfires were merely fizzles, where the charge either did not ignite, or burned too slowly. More dangerous were (and are, for those who still use blackpowder weapons :p ) hangfires, where the primer charge burned slowly, but the main charge did not, so, if you went to clean out the unspent shot you were likely to catch a bullet between the eyes from your own gun.

Some of these problems derive from tying to integrate the classic pistol armed pirate with the D&D 'firearms are exotic weapons' paradigms. There was a reason that the gun replaced bows and crossbows so quickly, it was easier to train a handgonner than a bowman, and a gun fired faster than a crossbow. (Though crossbows, with their steel headed bolts, were actually better at penetrating armor than the large soft musket ball.)

I have a bit of a problem with the way gunpowder is handled in D&D games in general - I am an early firearms buff, and have experience with weapons dating back to the 'Golden Age of Piracy'. (Though a lot more experience with weapons from the period of the American Revolution, particularly the Brown Bess.) By the age of piracy a gun would be a marshal, if not a simple, weapon, rather than exotic.

Sorry for the diatribe, but I like guns.

The Auld Grump

In the days of lace-ruffles, perukes and brocade
Brown Bess was a partner whom none could despise -
An out-spoken, flinty-lipped, brazen-faced jade,
With a habit of looking men straight in the eyes -
At Blenheim and Ramillies fops would confess
They were pierced to the heart by the charms of Brown Bess.

Though her sight was not long and her weight was not small,
Yet her actions were winning, her language was clear;
And everyone bowed when she opened the ball
On the arm of some high-gaitered, grim grenadier.
Half Europe admitted the striking success
Of the dances and routs that were given by Brown Bess.

When ruffles were turned into stiff leather stocks,
And people wore pigtails instead of perukes,
Brown Bess never altered her iron-grey locks.
She knew she was valued for more than her looks.
"Oh, powder and patches was always my dress,
And I think I am killing enough," said Brown Bess.

So she followed her red-coats, whatever they did,
From the heights of Quebec to the plains of Assaye,
From Gibraltar to Acre, Cape Town and Madrid,
And nothing about her was changed on the way;
(But most of the Empire which now we possess
Was won through those years by old-fashioned Brown Bess.)

In stubborn retreat or stately advance,
From the Portugal coast to the cork-woods of Spain,
She had puzzled some excellent Marshals of France
Till none of them wanted to meet her again:
But later, near Brussels, Napoleon - no less -
Arranged for a Waterloo ball with Brown Bess.

She had danced till the dawn of that terrible day -
She danced till the dusk of more terrible night,
And before her linked squares his battalions gave way,
And her long fierce quadrilles put his lancers to flight:
And when his gilt carriage drove off in the press,
"I have danced my last dance with the world!" said Brown Bess.

If you go to Museums - there's one in Whitehall -
Where old weapons are shown with their names writ beneath,
You will find her upstanding, her back to the wall,
As stiff as a ramrod, her flint in her teeth.
And if ever we English had reason to bless
Any arm save our mothers', that arm is Brown Bess.
Rudyard Kipling
 

TheAuldGrump said:
I have to agree that the gun rules are the weakest point, I looked at them, then decided to run with my current rules

And if we asked nicely could we get a peak a those?
 

I really like what Biggus Geekus did with his setting Murchad's Legacy.

In his settings the technology minded dwarves were deeply committed to gunpowder and technology. The problem for them was that arcane magic found a way of coaxing gunpowder to explode on its own. (seemed logical to me as it is so close to going off anyway :) )

As a result his world has 2 first level spells (Detect & Detonate Gunpowder) that work in a radius. The presence of those spells in the world are a real deterrent to storing a lot of the stuff and must slow down development of the technology.

So the common man may have heard of gunpowder but the horror stories of it blowing up in the face of those who use it make it _less_ reliable than magic.


Sigurd

I thought that was a good in game twist.
 


TheLe said:
I sent you a free copy of Unorthodox Pirates if you wanted to take a peek at what it has.

`Le

Le, that was very kind of you. Thank you very much. I had meant AG's rules, but his concerns are certainly not mine. I will take a look at them.
 

I had to twiddle with the crossbow rules as well as the gun rules, and have two sets of rules for guns and crossbows.

In the first, and more complex, rules I grant both guns and crossbow 'penetration' - guns disregard one quarter of their maximum damage in regards to armor bonuses (So, a pistol that deals 1d8 damage would ignore two points of armor, armor that normally grants a +4 AC bonus would only grant a +2.) Crossbows disregard half of their maximum damage in AC. (So a crossbow dealing 1d8 damage would disregard armor that normally grants a +4 AC bonus.)

Masterworked armor that consists of solid plates (breastplate, and other various 'plate' armors) grant full protection against both, as do all magic armors. Non magic chain armors on the other hand inflict an extra point of damage when penetrated by guns, as the links are driven into the flesh of the wearer.

Light crossbows follow the standard loading times in the PHB, but heavy crossbows take a full minute to load. Guns require three full rounds, but can be lowered to two rounds by the use of a feat.

This system also ties in with a piecemeal armor system that I am not entirely happy with. It does the job, but it ain't pretty, and even by my standards is a tad cumbersome. :(

My other rules for crossbows and guns are simpler, guns have a shorter range increment than crossbows, but have both a higher damage and higher critical bonus. Both guns and crossbows require a full round action to reload.

The Auld Grump
 

Sold! I've had $2.39 in credit just burning a hole in my rpgnow pocket for ages. This looks a great way to spend it.

I think this is my first The Le purchase too. Kudos on another great marketing campaign.
 

[imager]http://www.thele.com/TheLeGames/images/tn/17MagicGloves_tn260L.jpg[/imager]Thanks to everyone who has supported The Le Games over the years and a special thanks to those who are trying out this anniversary bundle. The $1.99 has done remarkably well since it was released, and I am extremely happy to see people trying out The Le Games for the first time!

As of today, Mon February 12th 2007, I am happy to announce that this bundle has put The Le Games in the #1 spot at Rpgnow.com! Well, #1-#7 to be exact. Let's take a closer look at Rpgnow Top Selling Products list for February:
1. ARTIFACTS I: Ducks of Ultimate Doom
2. 17 Magic Gloves
3. 17 Magic Weapons
4. RACES I: Animal Kingdoms
5. UNORTHODOX Barbarians
6. NEO CLERICS: The Opus Priest
7. NEO PALADINS: The Martyr


Once again, this company could not have done it without all of you, it's loyal fans and customers!

The The Le Games $1.99 Anniversary Bundle is available now at rpgnow.com!
~Le
 

And, to return to my aside, the complaints in regards to Unorthodox Pirates (which is not in the bundle) are only in regards to the gunpowder rules - which are only a few pages out of the product. Most of the book is pure pirate class goodness. The classes range from 'okay' to 'excellent'.

The Auld Grump
 

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