Today, Tabletop Potluck continues their return to 7th Sea! Does the approaching ship bode well, or is the crew in for a boarding?
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Don't forget to rate us and review if you like it! We also have a Patreon that you can check out here. And let us know if we missed something important or if you want to see anything on our show!submitted by /u/notashrimp16
I'm working on a new rule for dramatic sequences called "anger points".
Here's the setup: The heroes are negotiating with a pirate captain. If they don't meet his demands, his forces will attack. The heroes have to either talk him down to more reasonable demands or stall so that their forces can be put into place.
So what I'm going to do is create 'opportunities' such as:
- Reduce the amount of food they're demanding (may be repeated)
- Convince them to pay a token price for the food (may be repeated)
- Convince them the town has no weapons to surrender
- Compliment the Captain
Many of the opportunities increase the Captain's anger points. For example, the players can take a small chance by demanding a token payment for the grain. But if press their luck and demand the pirates pay a high price for the food they need, they'll accumulate a lot of anger points.
Eventually either the deal is sealed or the Captain becomes so angry that he gives on the negotiations. When that happens... well normally just no deal but in this case they attack.
The players will get to see the anger points pile up, but I won't necessarily tell them how many a given opportunity is worth or what the limit is.
So what do you think?submitted by /u/grauenwolf
I was looking at the new rules for 7th Sea brute squads and I have to say I really like the change they made.
In the base rules, brute squads don't really do anything. Sure you'll take damage if you don't deal with them, but that just happens at the end of the turn.
- Each squad gets a pool of dice just like any other character.
- Each raise can be used for a separate attack, doing [strength] wounds
- Heroes can avoid all wounds from a single brute squad attack with a raise
- Brute squads always lose initiative on ties
- Brute squads can do other things with their raises
I haven't used it yet, but I think this solves a couple problems I was seeing.
- The squads were kinda boring. This should make them more interesting rather than just a way to soak the heroes raises.
- The math is different. Instead of automatically attacking, heroes decide how many raises to spend on reducing strength (long term benefit) vs how many to save to avoid hits (avoid all damage now).
I could have sworn I saw rules for warfare, but I can't find them now. I'm looking to run a scene where the heroes lead a bunch of villagers against a band of pirates. I don't want to do an action scene, as this is more about them showing leadership than fighting one-on-one. (Don't worry, they'll get to duel with the pirate captain later.)submitted by /u/grauenwolf