| Post/Author/DateTime | Post |
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| Salla03-19-04, 03:01 PM | Hello again. I'm cooking up a Swashbuckling/Pirate/Privateer/etc. style game, and I'm looking through the rules for variants. One oddity is that there *will* be magic in the game, unlike more traditional swashbuckling games which are more realistic, however I'm trying to keep the magic somewhat 'low' (compared to the usual). Here's my list so far ... RULES VARIANTS Clobbered (DMG) Variant 1 and 20 rules (DMG) Damage to Specific Areas (DMG) Class Defense Bonus (UA); if you wear armor, you do not get your class defense bonus. Armor As Damage Reduction (UA) Wound and Vitality Points (UA); but as a house rule, DR affects Wound Damage, not Vitality Damage (as per the Star Wars version). Magic Rating, Spell Points, Vitalizing Magic (UA) Reputation (UA) MANDATORY CLASS FEATURE CHANGES Clerics do not turn undead; they gain Smite Good/Evil and Aura of Courage. (UA) Domain Wizards (UA) Wildshape-less Druid Variant (UA) OPTIONAL CLASS VARIANTS Cloistered Cleric, Thug, Urban Ranger, Battle Sorcerer OPTIONAL CLASS FEATURE VARIANTS Favored Environments, Whirling Frenzy HOMEBREW RULES CHANGES Low Magic: Spell levels above sixth are exceptionally rare in this game world. If a character's spell progression would give him spells in excess of 6th level, he can no longer advance in that class. Druids, Clerics, and Wizards can advance no higher than 12th level; Sorcerers can reach 13th. Prestige Classes count against this limit as well. You must multiclass if your character would obtain 7th level spells. Miscellaneous Banned: Paladins (anachronistic and troublesome in an 'outlaw' campaign), psionics. I'm using this list in conjuction with the AEG Swashbuckling Adventures d20 book, trying to make my game different from 'typical' d20 games as well as my friend's Swashbuckling game (which has virtually no magic, so I should be good there). Does this look okay to the gathered forum-goers, or does anything just look 'wrong'? |
| riceisnice03-20-04, 08:42 PM | I'd definitely make use of the Swashbuckler core class from Complete Warrior in a game like this. Another thing: using the Star Wars armor = damage reduction system to just work with WP damage, in conjunction with the class-based AC bonus, essentially guarantees that nobody is ever going to wear armor ever. That's not necessarily a bad thing in a swashbuckling game of all things. If that's what you're going for, then it works like a charm. But if you want armor to remain a viable option for the character who should so choose to wear it, then it should probably apply to all damage. |
| Salla03-24-04, 09:14 AM | Basically, yeah, I don't want folks wearing armor because it's pretty out-of-theme for a swashbuckling game ... the main change there between the UA and Star Wars armors is ... in Star Wars, Armor applies only to Wound damage. in UA, Armor applies to vitality damage, NOT wound damage. I prefer the SW version, just as personal preference. |