I love 7th Sea, but it wasn't very good. So I rewrote it. My list of 'house rules' changes the character advancement system to be more like Legend of the Five Rings 3rd Edition, hopefully addressing some of the underdeveloped or poorly thought-out system aspects in the process. I
t currently runs to about 20,000 words. If you want a copy, let me know.
Anyway, I picked it up again this week, for no reason whatsoever, and added a new thing that I think helps an underused aspect of the system get some play. Active Defences (a topic I intend to write a bit about in a more generic sense later) in 7th Sea suck and are hard to do. So I added this:
Weapon Speed (Weapon). Advanced Knack for all Weapon Skills with that already have Parry. For the purposes of Active Defence with the noted weapon, you may treat Action Dice as if they rolled an amount lower equal to your Rank in this Knack.
Your maximum Rank in this Knack depends on the weapon: Heavy Weapons and Hand Axes cap at 1; Fencing at 2; Improvised at 2 or 3 (haven't decided, but Improvised Weapons need all the help they can get); Knives, Panzerhands, Polearms, and Staves are 3; Cloaks, Shields, and Bucklers at 4. I also can't remember if you can Parry with whips or not. If so, probably cap at 3.
'Nonstandard' Athlete Knacks (basically everything but Footwork, because I love nerfing Footwork) automatically have Weapon Speed equal to the character's Rank in the Knack.
I've tried to integrate it with some existing (and new) Swordsman Schools granting bonus Ranks and increased maximums.
Any thoughts? Specifically, any thoughts from my 7th Sea group? It feels weird to just drop it in like that, but Knacks aren't exactly hard for you guys to pick up.
If you don't care about this game, then I apologize for everything you just read.
Thursday, August 19, 2010
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