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  1. #1
    damned's Avatar
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    7th Sea RPG 2nd Edition

    Ive created a 7th Sea RPG 2nd Edition ruleset which can be found here: https://forge.fantasygrounds.com/shop/items/753/view

    Here is the first public release.

    This a basic ruleset for the 7th Sea RPG by John Wick Presents which can be found here:https://www.drivethrurpg.com/product...Second-Edition for about $25. You will need the Full Rules.

    Includes a very basic quick start guide - go into Library and load the DBR 7th Sea RPG 2E Quick Start module and follow the reference manual.

    Support for:

    • Character Sheets
    • NPC Sheets (Brutes and Villains)
    • Combat Tracker
    • Other data types to support the game



  2. #2

  3. #3
    I picked up the rule book yesterday, your timing is impeccable God knows where you find the time to do all you do for the FG community but thank you!

  4. #4
    damned's Avatar
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    I dont know how it plays but it reads nicely!
    Let me know how you go with it.
    I have no plans to try and build this out to a full featured level but if you see things that would clearly make the ruleset easier to use let me know.

  5. #5
    Thank you, as always, @damned, for making such cool rulesets.
    I finally had an opportunity to use the game with my group tonight. In MoreCore, the string /seventh #d10 <decs> gives a result of the number of raises.
    However, in this set, there is no result of the number of raises once the dice pool is rolled.

    Any help?
    The beginning of any story is a happy accident; the end, a tragic fate.

  6. #6

  7. #7
    In 7th Sea, you create a dice pool based on a Trait + Skill + anything else. The pool is d10s.
    When you roll the pool, the system groups them together in results of "10"s and any additional dice are excluded. If the grouping of dice goes over 10, it still only counts as one success (the game calls this a Raise instead of success).

    For example, you roll Wits 3 + Ride 2 and get = 10, 9, 7, 5, 3

    The 10 alone is one group of ten, so it equals one Raise (success)
    The 7 and the 3 equal a group of 10, another Raise
    The 9 and the 5 equal 14. Even though this is over 10, it only counts as one Raise.
    While the total of dice is 34, it results in three Raises.

    Now another PCs skill is Wits 3 + Theft 3. They roll and get: 10, 9, 2, 5, 7, 3
    This totals 43. You might think this is four Raises. However:
    A 10 = one Raise
    7+3 = 10, one Raise
    9+5 = 14, one Raise
    The last 2 does not meet a 10, so it does not count as a raise.

    Alternatively with 10, 9, 2, 5, 7, 3:
    A 10 = one Raise
    A 5+2+3 = 10 = one Raise
    9+7 = 16 = one raise

    When rolled in 7th Sea rules right now we get: 7Sea Rules.png

    Also, for some reason, the roll results repeat in the chat window?
    The beginning of any story is a happy accident; the end, a tragic fate.

  8. #8
    In MoreCore, a roll such as /seventh 6d10 <Wits + Theft> results in: 1, 1, 3, 8, 9, 9
    The string on MoreCore Basic User Manual is:
    7th Sea: /seventh #d10 (roll #d10, modifiers add dice, create sets of 10)

    This is when the "set of 10" comes into play.
    You can have:
    9 + 9 = 18, one Raise
    8 + 3 = 11, one Raise
    and 1 +1 = 2, no Raise
    A total of 2 Raises.

    Alternatively:
    9 + 1 = 10, one Raise
    9 + 1 = 10, one Raise
    8 + 3 = 11, one Raise
    A total of 3 Raises

    You may also want:
    9 + 9 = 18, one Raise
    3 + 1 = 4, no Raise
    8 + 1 = 9, no Raise
    Total of 1 Raise

    Hench, why the result in MoreCore shows: Raises (min) 1 (max) 3
    MoreCore (slash)seventh roll.png

    You can have between 1 and 3 Raises.
    Last edited by Poe the Homunculus; January 16th, 2023 at 07:41.
    The beginning of any story is a happy accident; the end, a tragic fate.

  9. #9
    Why have fewer Raises or success?

    Magic. Magic in 7th Sea is a two-way black art.
    The more successful (more Raises), the more powerful the spell.
    However, it also gives the GM threat dice ("Danger Dice") to use against the party later.

    If you think 1 Raise get the job done, you only take the one Raise, and the GM only gets one Danger Dice against you for later. If you had to make as many Raises as you could, you'll overpower the spell for no reason, and the GM gets three Danger Dice.

    Some spells also cause you to fail rolls in the future, such as discarding all dice results under the number of Raises you took in the spell on all your future rolls. Which is why you need to be selective on making fewer Raises from time to time.
    Last edited by Poe the Homunculus; January 16th, 2023 at 07:40.
    The beginning of any story is a happy accident; the end, a tragic fate.

  10. #10
    So you always want to try to get the range of Raises: min 1, max 3.
    Helps you to decide, "Is this dangerous enough that I need all three Raises, or can I accomplish what I need in 1 Raise and avoid giving the GM two Danger Dice?"
    The beginning of any story is a happy accident; the end, a tragic fate.

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