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  #1  
Unread 19th of June, 2010, 21:56
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Landlubbers' Alley - Pirates OOC - Lurkers welcome

About hp, you mention "will follow IH progression." Would this mean that a d10 would be 6+d4?
Also, probably not as big a deal, but average (2.5) hp alright? So 6d10 would result in 10+30+12=52 hp?
Yes, and yes.

Edit: Also, what of Rapid Reload? I'm assuming there's something like, "Rapid Reload: choose a firearm, reduce the number of actions required by 1, or from 1 full-round action to a standard action", perhaps? So, with Rapid Reload (musket), reloading the thing would take 1 full round, not 2.
Would there be any way to speed this up even more?
Yes, that sounds about right. No, no real way to speed it up even more.

Edit 2: Wow, ok, already done with the character. Stats, at least.
I've got "Hook" for a trait. "Hook (missing a hand; -2 to climb, +2 intimidate; cannot wield two-handed weapons or bows (crossbows and firearms wielded without penalty); gain a hook, stats as dagger, cannot be disarmed; various other obvious drawbacks)"
This seems balanced-ish.
Seems fine, but I think long arms (muskets, rifled muskets, musketoons, light crossbows, and heavy crossbows) would have a penalty to attacks. You simply can't steady the stocks of those weapons with a claw. EDIT - on second thought, not a big deal. I think I'll let what you have stand.

Not sure how we're handling equipment. I've taken a masterwork musket at the moment.
Haven't really decided, and I'm open to suggestion.

Also lining up to take Leadership next level. Considering monk or barbarian.
I'd encourage everyone to consider Leadership.

Last edited by Mercutio; 19th of June, 2010 at 22:09.
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  #2  
Unread 19th of June, 2010, 22:00
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Landlubber's Alley - Pirates OOC

Hm.

Take the time to actually post something, and bam! Ninja'd right out from under you.


Yar, scurvy ninjas.

We're a band of vicious pirates
a sailin' out to sea
when you hear our gentle singin'
you'll be sure to turn and flee!
oh this is just ridulous
A pirate I was meant to be
Trim the sails and roam the sea
do do do do do do do do do do do do do do
and so on
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Last edited by zachol; 19th of June, 2010 at 22:03.
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Unread 19th of June, 2010, 22:11
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Maybe that's why it's a trait, and not some sort of flaw or something?
Just having your hand chopped off would maybe give you a -4 penalty to anything involving that hand. The trait represents years of getting used to the hook.

Or, some sort of catch or ring halfway down the stock of the musket, the hook catches into it, allowing him to basically manipulate it as quickly as with a hand, steadying it to put powder in, etc?

Also, jeez you're getting to all of this rather quickly Merc. Looks like someone actually prepared, eh, eh?
Sneaky devil.
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Unread 19th of June, 2010, 22:14
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You missed my edit, sorry. Yeah, no worries about it for now. Forgot for a moment that it doesn't need to be slavishly realistic.
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Unread 19th of June, 2010, 22:21
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So I did. Yay.

Also, ranges for guns seem kinda short. Does 20/40/60 mean a 20' range increment, and a max of 3 increments or 60', or does it mean... that they've a range increment of 60', and a max of 10 increments, like, say, a shortbow, and that the 20 and 40 mean... something else?

Edit: Also, is the game going to be mostly, um, pirating, or will there be many strangely non-piratic adventures, as in Pirates of the Carribean?
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Last edited by zachol; 19th of June, 2010 at 22:24.
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  #6  
Unread 19th of June, 2010, 22:28
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The first ranges you noted are what it is. And that's already doubled from the source material I've been using. I'm not being slavishly adherent to reality, but remember that guns in 1700 were not known for accuracy, range, muzzle velocity, or reliability.

The game will be mostly pirating.

Last edited by Mercutio; 19th of June, 2010 at 22:30.
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  #7  
Unread 19th of June, 2010, 22:32
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Oh. Wow. That was quick!

I won't get to this until Monday though... but then!
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Unread 19th of June, 2010, 22:34
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No worries. No rush. (Well, Rush, the band, is always cool.)

In any case, has anyone used the "wiki" style post in the forum? Does it work?
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Unread 19th of June, 2010, 22:37
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Jeez, so a maximum range of 60'?
Still seems... awfully short. Doesn't seem like you could even attack someone on another ship unless they were right across from you.

Also, no, the wiki feature doesn't work at all.
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Unread 19th of June, 2010, 22:38
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z - That's as designed.

Okay, so no wiki. Just thought it might help brainstorm a bit.
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Unread 19th of June, 2010, 22:41
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Well if it's as designed, I guess.

Yes, the lack of wiki saddens me as well. Poke itches.
Not that it'll get it implemented, but poking itches is fun.
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Unread 19th of June, 2010, 22:54
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Pistols are for first volley once gangplanks drop across ships.

Now, if you want pistols galore, a la Blackbeard (who went into battle with a brace of guns strapped to his body, and lit slow matches stowed in his beard...true story), you'll just have to spend the cash. Be thankful they're cheap. The Pathfinder ruleset wants me to charge you 1800 gold pieces for a musket.
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Unread 19th of June, 2010, 23:00
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I don't want to 100% commit to this game, as interesting as it sounds, because A) I don't have a good character concept as of right now, and I don't want to play something I'm only meh about, and B) I don't know if I'll have the time, since I've got IRL stuff. That being said, I will try. Once I get my vet-school application wrapped up (the final one, I might add), I should have a little more time.

And Merc, since we're not being slavishly realistic, could my character trade his masterwork musket in for a big-bore Model 70? I'm thinking .375 H&H or .458 Lott.
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Unread 19th of June, 2010, 23:02
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I was thinking of that for a solution to this dang "takes full rounds to reload" problem.
Kind of unwieldy for muskets.
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Unread 19th of June, 2010, 23:12
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Well, that's a whole different story-line. Maybe WH40K space marines show up on Tortuga with Plasma Cannons. Or perhaps Master Chief follows The Covenant to pre-industrial Earth.


Doom, I'd rather play with you than without. Start up won't be for a little while, and if you can't commit even then, it's easy enough to slot in pirates. That's really one of the nice things about pirate campaigns. Pirates come and go.

Incidentally, I'd encourage people to think about back-up alternate characters...just in case, you see. It's not going to be an AD&D Tomb of Horrors or Hackmaster campaign, but it will be lethal.

Last edited by Mercutio; 19th of June, 2010 at 23:14.
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Unread 19th of June, 2010, 23:54
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z - I meant to ask...did you see any balance issues with the buccaneer? Any errors in editing that I need to fix? Any concerns about the class? Other suggestions?
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Unread 20th of June, 2010, 00:08
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Um, I haven't played Iron heroes before, so other than replacing d10 with 6+d4, is there something else I need to do to determine my hp?
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Unread 20th of June, 2010, 00:27
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I'll post that up today.

I'm looking at ship-to-ship combat rules from the Pirates of the Spanish Main Savage Worlds book, and I think I might use them. I will provide those ship-to-ship rules once I've given them a good shakedown.
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Unread 20th of June, 2010, 00:58
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6th level... hrhmm... what about starting gold 'n stuff? No magic means exactly that - no magic items, but expensive mundane stuff and substances are allowed?
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Unread 20th of June, 2010, 01:06
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Yes, I'm still working on starting gold. Does PF have a wealth by level chart like 3.5 did?
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Unread 20th of June, 2010, 01:08
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Nevermind, found it.

Okay, the chart suggests 16,000 GP for a 6th level character. I think that's a little on the high side for a no magic campaign.
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Unread 20th of June, 2010, 01:08
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Yup: http://www.d20pfsrd.com/gamemastering---final

A few scrolls down... 16k it is for 6th level characters.

Edit: ninja'd! Okay, there. I'll make a ninja to ninja you right back!
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Unread 20th of June, 2010, 01:10
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It's the fourth table down.

Working on updates for various games this morning. I'll start building Lorenzo later on today. If we have several people going into Buccaneer, I might end up going back to my original rogue build.
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Unread 20th of June, 2010, 01:18
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Dammit tree, I too am looking at a rogue build. I might just go back to my displaced Jacobite idea.

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Unread 20th of June, 2010, 01:28
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We could definitely have two rogues...with six players (and six cohorts, it sounds like) there is going to be some overlap.
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