Tabletop Radio Hour is looking for Guest Co-Hosts! Are you interested?
For those of you that don’t know, our podcast consists of different show formats. Ranging from Actual Play Games to Discussions, Game Reviews, and Theory!
Anyone interested can let us know a little bit about yourself at the Google Form here:
We look forward to hearing from you!submitted by /u/zachbenge
I'm a bit confused on how healing works with 7th Sea 2nd Edition.
Suppose a character has 13 wounds, so their Death Spiral looks like this
XXXX! XXXX! XXX0D 0000D
If a player uses something like Dar Matushki's Regeneration to heal 1 Dramatic Wound, would their Death Spiral look like this
XXXX! XXXXD 0000D 0000D or this XXXX! XXXXD XXX0D 0000D ?
To make it clearer, I'm asking if healing a Dramatic Wound heals minor wounds to a certain point as well.submitted by /u/SunayamaX
Good news everyone!
After more hours than I'm willing to admit, I finished version 1.0 of my roll generator for 7th Sea 2nd edition, which can not only make the rolls, but also automatically calculates the optimal dice groupings for, as far as I could see, any roll you could make using the core rulebook.
You can download here:
In order to use it, you need to download the files, then download a program named python ( https://www.python.org/downloads/ ) and then just double click on laauncher.py.
I realize the program's UI isn't too good, so any feedback in that regard, or if any combination ends up in a wrong calculation, etc., please let me know: I know there's loads and loads of room for improvement!
Also, if you're a programmer and have feedback about how I wrote the program, please let me know as well :Dsubmitted by /u/FaallenOon
So, I have a player with the Goodfellow school and he has the disarm (bow) skill. I know for melee weapons the way disarm works makes sense, but I can't see how it works with the bow. Does anyone have any house rule suggestions on how to make this fair for my bowman?
Disarm: You can only use this Knack after an opponent has just missed your Passive Defense. Spend an Action die to make a Contested Roll of your Brawn + Disarm versus his Brawn + Attack (in the weapon he is wielding). If you win, the weapon is knocked out of his hand. If you perform this move with two Raises, you can wind up holding the weapon if you choose.submitted by /u/ThymeKitt
Did anyone play the CCG back in the day?
We have a few people playing online and discussing decks (hopefully there will be more since I just filled out a request to add this to Untapped), but I’d love to find more folks who loved this game or who always wanted to check it out.submitted by /u/stevetotheizz0
i am aware that this could cause debate, but i'm asking anyway. based on what i've heard people say, 1e sounds better, but i don't know how either of them actually work. which edition did they play on geek and sundry's starter kit? wat are the actual mechanical differences between the two?submitted by /u/borbersk
When you take sorcery, can you take your major glamour from either your Major or Minor trait, or only from your Major trait?
It makes sense that it's only from the Major trait, but I haven't been able to find a specific rule on the book :(submitted by /u/FaallenOon
Do you allow the dice to go over 10? So for example, a roll of 3, 5, 7, 9, 10 would become 4, 6, 8, 10, 11
Do you consider dice to cap at 10, given that a physical d10 only has 10 sides? Thus, the above roll would turn into 4,6,8,10,10
I'd like to know if there's an established way of interpreting those advantages, in order to properly include them on my roll generator.submitted by /u/FaallenOon
How did we do? Did we miss anything?
The Card game was great back in the day, and the card art is very invocative of the 7th Sea World. Check the game out, have a look!
For those who haven't heard of us, CCGTrader is a free CCG & TCG trading platform, with automated needs / wants matching software. We're trying to make the best tool we can, so would love to hear from the community.
So I've played both 1e and 2e with a friend GMing at a convention and I find I much prefer 1e in terms of dice system and general mechanics. That said there are a few things in 2e that I think 1e would benefit from having in it, and a few things that people mention as being broken in 1e.
That being said I have a few questions:
- Are there any serious efforts to change / fix 1e that I should be aware of before undertaking this sort of effort? If people have already tried to fix the parts of 1e that they found caused problems, then it's possible I only have to do material transfer from 2e, or at least I can potentially use what's already been done as a starting point.
- Are there any suggestions people have regarding 1e shortcomings or 2e things that aren't in my shortlist of things to address below?
Things I'm hoping to address:
- The big thing here really is that I feel Sarmatia was a really cool addition in 2e
- I felt a couple (though not all) of the sorceries were done better in 2e (namely Sorte, Pyeryem, and Hexenwerk were more interesting to me than their 1e counterparts, and of course I'd want to bring back Sanderis as part of Sarmatia). Porte specifically I want to re-read in both editions as I'm not sure which I prefer, I never really played a Porte mage. Laerdom and Glamour I vastly preferred the 1e versions, and El Fuego was more interesting to me than Alchemy.
- Not sure if the Swordsman schools are worth looking at? I generally felt 1e's were good but I tend to skew more toward mages as a rule so I don't have a ton of experience with them. I felt 2e made it so that characters without a school were just strictly inferior with combat from what we played.
The ones I feel like I see again and again are:
- Hand to hand combat, especially grappling
- nautical combat
- some stats outstripping others (I've heard Finesse and Panache give a little TOO much more ROI than the other 3)
- maybe messing around a bit with how the skill / knack system works
If there's anything I haven't encapsulated here that seems important feel free to let me know. I'm certainly not the most knowledgeable person about the system, and I have more experience in R+K with L5R than with 7S but I love it as a dice system and think that a couple fixes and some of the sorceries being a bit more interesting could really help elevate an already great game.
TL;DR: I'm hoping to bring a few of the better aspects of 2e back to 1e, as well as fix a few things in 1e, if there's any existing projects I should know about or any suggestions you have that aren't mentioned above I'd value the input from people who know the system better than I do.submitted by /u/mercury-shade
I am looking for good pirate/swashbuckling/nautical adventures to inspire me for my own naval campaign (I am using a different system). Which are the best 7th sea adventures by either edition? Thanks in advance.submitted by /u/kozos
I've been popping into this reddit every few months or so, and I've been meaning to get The Colonies once it comes out to complete my western side of Terra. Is there any update on how thats developing? Don't gotta mention just how late it issubmitted by /u/Shamsse
Hello everyone, I'm about to GM 7th sea for the first time, together with two friends, and I wanted to start with this adventure, especially because of its episodic nature. After buying the first 4 episode i learnt that there was supposed to be a final one as well. So my questions are: for those who ran the adventure, do you have any advice? Since episode 5 hasn't come out, how did you finish the adventure? Is there any information on the last epiosde? And any other advice is super appriciated!submitted by /u/DrRPJesus
I'm new here to 7th, haven't played a game yet but am planning one for my next campaign next year. I've so far just been checking out the lore of Thea, and while I love how indepth it is, I find parts of it confusing.
As the title suggests, I don't quite understand The Church and the Inquisition (though I've only recently been looking at them). As far as I can tell, the Inquisition is against furthering science and research, yet one of the primary things of the Church seems to have been about spreading knowledge. I'm even more confused with how the Church and Inquisition are most prominent in Castile, yet the Castillians seem to be, on average, the most educated of the nations.
While I understand this seems to be a more recent shift, in the timeline, I'd like to know what present Castille is like, at least in reference to knowledge and research. Primarily cause my campaign will focus around a Syrne artifact, and the party would need University researchers. Would they be able to do it in Castile, or would they need either the Invisible collage or to go to a different nation?
Thanks and sorry if the answers are actually obvious.submitted by /u/SlightlyAnnoyedCactu
Hello, I'm going to play for the first time this friday my first game and agreed with my GM that I would play a noble/merchant realy heavy on social skills.
Hoever, I have dificulties figuring out how to divide my points betwen convince, tempt, perform and empathy. Does someone have simple description of thoses skills and they limits ?
For exemple would snake oil merchants use "tempt" or "perform" ? Would traders use "tempt" or "convince" ? If I try to calm down a rescued prisonner, could "convice" would do or does it thave to be "empathy" ?
I get that it depends on the context and on the overall approach, but I think some outsides oppinions could really help me grasp this.
Thank yousubmitted by /u/HappyMrSkull
Ok. I just talked with my group ajd wanted to play 2e with a heavy focus in culture/social interaction. So I got Nations of thea vol 1 and holy shit, it paints a complete different picture of each Nation (im on chapter 1) than the core book. Like an almost complete redesign on the plot and interactions between factions and the population. And i heard that 1e is heavy with metaplot a la White wolf. So what companion books were well made that would be worth to acquire. They only have the physical version and Im not paying the comparison of 600 dollars for package delivery, so e-version must be. Or any other book that would help for a 17th century adventure? Thank you.submitted by /u/Vissiram
How does one do that in 2e? From the player guide, it seems its almost impossible to play a female hero in vodacce. The description on page 134 gives us only as slaves (fate witches) or as courtesans. The way the nation is described as this profoundly sexist nation seems like impossible to play it with any female character without going into profoundly uncomfortable scenarios, so what kind I do? Is this the same for 1e? Or should I just throw the thing and star from scratch with the nationsubmitted by /u/Vissiram
I just got the 2nd edition pack and I wanted to dm, but the group I might get are used to 1e. So i wanted to know what are the biggest changes from lore and mechanics between editions.submitted by /u/Vissiram