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<blockquote data-quote="S'mon" data-source="post: 1524982" data-attributes="member: 463"><p>My tendency in your shoes would probably be to do the minimum - run it as regular D&D with suitable class & race restrictions - eg no spellcasting PCs, maybe just Rogues* & Fighters (actually, all Rogues would probably work fine!) - and limit equipment availability. I might also give out some free skill ranks in appropriate background skills like sailing, at generation & during the campaign, and I might use Conan RPG's Fate Points. If there's no PC spellcasting, you can make magic do whatever you want, no need to define it with rules. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Problems w this approach - the main one I think is that everyone will want to wear armour, which you might not want. Maybe give characters a +1 Dodge/Parry Defence bonus per 2 levels that doesn't stack with armour bonus, that'd encourage unarmoured swashbucklers at higher levels. And enforce drowning in heavy armour, of course.</p><p></p><p>You can worry about the magic system later, once play has started and you have a better feel for what you want. I'm not sure if WP/VP or d20 Modern classes are worth the effort of adjustment - I flirted w WP/VP for Borderlands, but decided against it; abstract hit points make for a more flamboyant, less gritty, game I think. If there's a few days between battles hp will recover ok at the standard 3.5 rates (bedrest gives 2/level/day, otherwise 1/level/night's sleep).</p><p></p><p>*Actually, the more I think about it the better this idea seems. The Rogue class seems perfect for swashbuckling types, and if EVERYONE's a Rogue there are no Fighters to hide behind! People would be forced to distinguish their PCs by personality and unusual characteristics rather than by class.</p></blockquote><p></p>
[QUOTE="S'mon, post: 1524982, member: 463"] My tendency in your shoes would probably be to do the minimum - run it as regular D&D with suitable class & race restrictions - eg no spellcasting PCs, maybe just Rogues* & Fighters (actually, all Rogues would probably work fine!) - and limit equipment availability. I might also give out some free skill ranks in appropriate background skills like sailing, at generation & during the campaign, and I might use Conan RPG's Fate Points. If there's no PC spellcasting, you can make magic do whatever you want, no need to define it with rules. :) Problems w this approach - the main one I think is that everyone will want to wear armour, which you might not want. Maybe give characters a +1 Dodge/Parry Defence bonus per 2 levels that doesn't stack with armour bonus, that'd encourage unarmoured swashbucklers at higher levels. And enforce drowning in heavy armour, of course. You can worry about the magic system later, once play has started and you have a better feel for what you want. I'm not sure if WP/VP or d20 Modern classes are worth the effort of adjustment - I flirted w WP/VP for Borderlands, but decided against it; abstract hit points make for a more flamboyant, less gritty, game I think. If there's a few days between battles hp will recover ok at the standard 3.5 rates (bedrest gives 2/level/day, otherwise 1/level/night's sleep). *Actually, the more I think about it the better this idea seems. The Rogue class seems perfect for swashbuckling types, and if EVERYONE's a Rogue there are no Fighters to hide behind! People would be forced to distinguish their PCs by personality and unusual characteristics rather than by class. [/QUOTE]
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