When fighting a villain...let's say a 15 pt villain...does the villain do his/her own approach and roll for raises, just like heroes? If the villain rolls more raises than the heroes, does he/she get to go first?
https://drive.google.com/file/d/1cSADgodwH4WJKWTweZtNR6t18K7pSk87/view?usp=sharing
Hey guys! First homebrew I've made so if you have any balance concerns please let me know so I can see how to possibly improve! Obviously feel free to download and use or test in your games if you want!
BREAKING NEWS: It seems finally, the world of 7th Sea accepts mature "JUSTIFIED Killings".
So even if the Brutes or Villains are "Helpless" and your Hero kills them, if you can justify the reason for that Kill to be a Heroic Kill (a quick kill, not a slow torturous one), you may just avoid Corruption penalties (unless your GM is a Moralist Puritan).
Page 296 (is an error to be ignored)
TAJ-07: Technopriest And Justicar Of 7thSea2e
YET ANOTHER EDIT: A conversation on Reddit helped clear up that I had seriously misread some aspects of the Corruption and Helpless Mechanics. After some clarification from Mike Curry and Rob Justice (thank you both very much for taking the time!), I think I'm clearer and more comfortable using the rules as is and no longer feel the need for a "No Quarter" rule.
So I've read a lot of posts recently about Action Sequences and people decrying that combat is bad and that players who like combat aren't enjoying the RP aspect of the game, etc. It has me scratching my head. Every single swashbuckling movie, book, or other piece of literature has combat in it. Heroes fight Villains. Heroes fight Henchmen. Heroes fight swarms of Brutes. It isn't the entire movie, but it often is critical to the movie and many times offers cool insights to the character's personality that might not otherwise come out.
Hi guys!
I now have mastered my share of (short) games (somewhere beetwen 10 and 20) and I start to have a good handle of the system.
However, I have a lot of trouble with opportunity during combat (we're not speaking of the classic "you seduce the lady with your flashing style"). I want them to be two well spent raises, so it would be worth their real cost. However, I'd like to keep as much of the actual damage to duelist and maneuver (even if the the occasional backstab may occur).
The main exemples that comes to my minds are :
I was lurking on Reddit's 7th Sea page, specifically this thread after reading a comment on this forum thread, and saw this comment from Mike Curry:
[–]7thSea_devMichael Curry ✓ 3 points 2 days ago
"Smilies exist because no one's bothered to create a sarcasm font." --Lost_Heretic
A bit of prep from my 2017 campaign. Some random consequences to liven up brute fights on the docks. Roll once for each player at the beginning of a new round.
Dockside Battle Consequences
d10 Consequence
1 Slip on a slick spot (oil, fish guts, etc)
2 Stumble on a loose plank.*
3 Backed up against a stack of barrels/crates (opp: higher ground)*
4 Step in a bucket of fresh/hot pitch (1 Wound, reduced movement)*
5 Fall off the dock into the drink.
After finishing Daughter of Fate and submitting far more feedback than I expected (many of them being inconsistencies like some of the notes below), I started to review the book and how certain scenes would pan out in the game. I'll try to keep things as spoiler-free as possible and focus solely on the mechanics.
==Breaking Weapons==
"Smilies exist because no one's bothered to create a sarcasm font." --Lost_Heretic