Post by rogueleader on Mar 6, 2016 15:56:07 GMT
I am running a D20 system game at the moment we have had several sessions after stalling throughout 2015, with a great many player dropouts (Doktor Payne is the only original player) but the piratey 3.5 game is happening.
Rules wise I am using D20, mostly because it's the game with which I am most familiar (having spent my teenage years in rooms with other sweaty teenager types rolling all kinds of polyhedrons on tables). I prefer to play it a wee bit fast and loose with the rules, with the understanding that we all try our best to make the game fun for everybody else, for me story always trumps rules. I have restricted a lot of classes due to setting, but also bent the setting to fit certain characters. I have also instituted a few rules tweaks.
A natural 20 followed by a natural 20 creates a legendary success, that will be talked about for months if not years. I will add extra effects (such as stunning opponents, reducing difficulties for related actions etc.)
Two natural 1s will cause a legendary failure in a similar vein.
Instead of the standard +10 on armour class, We use a D20 for opposed armour checks. Although this slowed combat slightly at first it is starting to work the other way. Combat can end pretty quickly if the rampaging pirate crew can't roll more than a five on their armour.
I have also instituted a "Cinema Point" system. Extra re-rolls for trying to do awesome swashbuckling derring-do, gained by doing awesome swashbuckling derring-do. Cinema Points need a better name, suggestions welcome.
The story is set on the shores of a great sea, with two great city states built on the ruins of the old empires of Angels and Daemons. The lands and seas surrounding the area are practically impassable for a multitude of reasons.
The land of Morrgard to the North is a bleak frozen tundra, traditionally ruled by one of Daemonic heritage. The people are outwardly bleak and tough, but value community and duty.
Fairhaven to the South is ruled by an Angelically descended Monarchy; it's people are outwardly warmer, but devious. It is a temperate paradise in comparison to Morrgard, but is wild and holds it's own dangers.
The pirate Haven of Freeport lies on an island to the East, a constantly changing town of ships moored together, with wrecks upon the shore serving as permanant buildings.
The party have come together in Fairhaven, and so far commandeered a vessel (mostly), hired a stuttering paladin, fought wolves, fought bandits, fought more wolves, fought direwolves, fought a werewolf (earning themselves a spot on a certain Duke's sh*tlist), and had the traditional bar fight.
The halfling was trying to swing from a chandelier last session, this pleased me.
Hoist the mainsail, weigh anchor and splice the mainbrace. High adventure upon the Crescent Sea is underway.
Rules wise I am using D20, mostly because it's the game with which I am most familiar (having spent my teenage years in rooms with other sweaty teenager types rolling all kinds of polyhedrons on tables). I prefer to play it a wee bit fast and loose with the rules, with the understanding that we all try our best to make the game fun for everybody else, for me story always trumps rules. I have restricted a lot of classes due to setting, but also bent the setting to fit certain characters. I have also instituted a few rules tweaks.
A natural 20 followed by a natural 20 creates a legendary success, that will be talked about for months if not years. I will add extra effects (such as stunning opponents, reducing difficulties for related actions etc.)
Two natural 1s will cause a legendary failure in a similar vein.
Instead of the standard +10 on armour class, We use a D20 for opposed armour checks. Although this slowed combat slightly at first it is starting to work the other way. Combat can end pretty quickly if the rampaging pirate crew can't roll more than a five on their armour.
I have also instituted a "Cinema Point" system. Extra re-rolls for trying to do awesome swashbuckling derring-do, gained by doing awesome swashbuckling derring-do. Cinema Points need a better name, suggestions welcome.
The story is set on the shores of a great sea, with two great city states built on the ruins of the old empires of Angels and Daemons. The lands and seas surrounding the area are practically impassable for a multitude of reasons.
The land of Morrgard to the North is a bleak frozen tundra, traditionally ruled by one of Daemonic heritage. The people are outwardly bleak and tough, but value community and duty.
Fairhaven to the South is ruled by an Angelically descended Monarchy; it's people are outwardly warmer, but devious. It is a temperate paradise in comparison to Morrgard, but is wild and holds it's own dangers.
The pirate Haven of Freeport lies on an island to the East, a constantly changing town of ships moored together, with wrecks upon the shore serving as permanant buildings.
The party have come together in Fairhaven, and so far commandeered a vessel (mostly), hired a stuttering paladin, fought wolves, fought bandits, fought more wolves, fought direwolves, fought a werewolf (earning themselves a spot on a certain Duke's sh*tlist), and had the traditional bar fight.
The halfling was trying to swing from a chandelier last session, this pleased me.
Hoist the mainsail, weigh anchor and splice the mainbrace. High adventure upon the Crescent Sea is underway.