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What Would You Like to See in a Pirate Campaign Setting
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<blockquote data-quote="Janx" data-source="post: 5098883" data-attributes="member: 8835"><p>If I were doing a pirate campaign (and I have done a nautical one, just on the other side...)</p><p></p><p>make fireams be like crossbows. The game rules are already balanced...so take all the crossbows and make firearm analogs.</p><p></p><p>If somebody quibbles, point out that all the weapons are unrealistic in D&D. And that Blackpowder has a different explosive traits in this world.</p><p></p><p>Watch some pirate movies AND Master and Commander. M&C is a great example of sailing and ship combat.</p><p></p><p>One thing to note, is "real" ships carried more cannons. You'll need to tone them down in D&D terms, so you can have lots of guns, and still get a good ship battle. You may want to run a few test battles for like versus like, and big versus small.</p><p></p><p>Weather rules. Weather is a big deal in sailing movies. Plus it changes a lot.</p><p></p><p>Ship combat and sailing simulation. Like somebody else said, simplify it, and make it such that the whole party has "duties" to influence the battle. Since there's only 1 ship and several players, you've got to give everybody a fun way to bring success to the ship, yet not bog down in a lot of die rolls per round.</p><p></p><p>Thats all just mechanical stuff. Ranger Wickett had a bunch of other good ideas (so did some other folks)...</p></blockquote><p></p>
[QUOTE="Janx, post: 5098883, member: 8835"] If I were doing a pirate campaign (and I have done a nautical one, just on the other side...) make fireams be like crossbows. The game rules are already balanced...so take all the crossbows and make firearm analogs. If somebody quibbles, point out that all the weapons are unrealistic in D&D. And that Blackpowder has a different explosive traits in this world. Watch some pirate movies AND Master and Commander. M&C is a great example of sailing and ship combat. One thing to note, is "real" ships carried more cannons. You'll need to tone them down in D&D terms, so you can have lots of guns, and still get a good ship battle. You may want to run a few test battles for like versus like, and big versus small. Weather rules. Weather is a big deal in sailing movies. Plus it changes a lot. Ship combat and sailing simulation. Like somebody else said, simplify it, and make it such that the whole party has "duties" to influence the battle. Since there's only 1 ship and several players, you've got to give everybody a fun way to bring success to the ship, yet not bog down in a lot of die rolls per round. Thats all just mechanical stuff. Ranger Wickett had a bunch of other good ideas (so did some other folks)... [/QUOTE]
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