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Chris
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« on: August 22, 2009, 03:13:55 PM » |
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Hi,
Mark and I have discussed house rules for 7th Sea for quite a while. I instituted a few during my "prologue," and Adam seems to be using at least a couple of them. 7th sea is a great game with one of the best mechanics of any game I've played, but it is far form flawless. It has some glaring problems, although I would not call them imbalances, and they are difficult to solve with a little tweak of a number or two. Some of them involve potentially rewriting fundamental aspects of combat and other mechanics, which we tried to avoid. I think we found fair compromises that preseve the game while fixing or working around some of the glaring problems.
Here are the house rules I have been using:
Universal Knacks: All the source material printed for 7th sea allows for countless character types, but everyone more or less has to buy certain skill headings to be functional in the game. Anyone who has played the game for more than a session or two will tell you: even your cloistered pacifist monk needs Athlete, Pugilist, or Acrobat. Yes, that Vodacce courtesan needs one of them, too. So does the Invisible College scientist. Seriously. Why? These are the only (Thean) skills that give you access to the Footwork knack. (There are a couple of Cathayan martial art skills that also grant it, but they are exotic and almost unjustifiable by non-Cathayan characters). So why is Footwork so important? According to the rules, your Passive Defense = 5 + (5 x Footwork). That means, if you do not have a skill that gives you access to Footwork, you are stuck at 5 PD unless you want to sacrifice Parry to be your PD, in which case you would almost never have an Active Defense option. This is obnoxious to any character type that is not a fencer. Sure, a great deal fo the game is swashbuckling, but more of the game isn't than is, and it's unfair to make everyone buy the same skill even if it makes no sense for their character. Why would a bookish monk have athlete? Sure, he could, but if the player doesn't want him to, he shouldn't have to have it. Why would a courtesan have any of those skills (athlete, pugilism, or acrobat)? This is about avoiding making players buy skills they don't need. Footwork, as I have it, still factors into Passive Defense (see below). The change here is that I have removed the need for characters to buy skills they don't need and can't justify. There is one physical knack (Footwork), one mental knack (Perception; see below), and one social knack (Socialize) that I have set aside in one "Universal Skill" that everyone has on their character sheet. These skills start at 0, but any character can buy ranks in these knacks as though they had access to them in a normal skill. If a character does have Athlete (which, by the way, is still an elite skill) or any other skill that gives Footwork, the character gains a rank in Footwork as normal. The same is true for Socialize. The idea is just to let every character at least have access to three essential knacks, regardless of the skills they want to buy for their concept.
Passive Defense Fix: I never did like how Footwork calculated Passive Defense, though. Everyone always bought Athlete (or Acrobat or Pugilism) and bought Footwork up to 5 as soon as possible, usually at character creation. That gave everyone a 30 PD all the time. There is no curve, and since it was so easy to hit such a high PD, character with average Finesse (2) could rarely hit anything in combat. The fix means adjusting how PD is calculated to adjust the curve and make the average slightly lower so that everyone doesn't have to have above average finesse to be functional in combat. The fix is as follows: Passive Defense = (Wits x 5) + (Footwork x 2). A different knack may be used in place of footwork, as appropriate, just as it always has been, but the calculation remains the same. This calculation lets non-combat-oriented characters have some shred of defense (so the bookworm doesn't have to nonsensically buy 5 Footwork like everyone else). There are two options, but omptimizing PD is a lot more expensive than it used to be. Getting to 30 used to cost 6 Hero Points. Now it costs that plus Wits 4, however you get there. The maximum is now even higher (35), but that requires Wits 5 and Footwork 5. The greatly increased cost lowers the functional average from 30 to about 17, so finesse 2 characters will be able to hit more than never.
Resolve as Perception: Wits was always a loaded trait. It is one of two mental traits, and resolve is only rolled for sorcery and in reaction to things like poisons and mind-affecting things. Wits was the real mental trait. It was rolled by far more than any other trait, except for very social characters that used Panache quite a bit. I have attempted to balance this a bit, moving something away form Wits' workload and toward the underused Resolve. Perception tests of any kind use Resolve instead of Wits by these house rules. The idea is that you need to concentrate to notice anything, which is more in the perview of Wits. This is just a rationalization, though, as the real reason here is to balance the use of the two traits. Perception tests are the most common, but definitely not the most important, rolls in any game I've played, so moving perception form Wits ot Resolve single-handedly balances the use of these traits nicely and without too much intrusion into how each fo them functions.
Resolve + Perception Knack: 7th Sea has several knacks that help characters go unnoticed, primarily Stealth and Unobtrusive. These typically use Finesse + Stealth or Panache + Unobtrusive. The problem is that there is no equal for these knacks to balance noticing with going unnoticed. The lack of a perception knack gives stealthy characters an unfair advantage for no good reason. So, the Perception knack is new (and in the Universal Skill described above) and may be invested in to balance against stealth. As per all of these house rules, perception tests are Resolve + Perception, keep Resolve. Wits may still be used if the GM decides not to use the above house rule that switches perception form Wits ot Resolve.
Adam may want to post here to clarify which ones he is using and which ones he is not. If anyone has an questions or anything to suggest or add, feel free to post.
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