Nations & Cannons: D&D 5e in 1776

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Straither
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Nations & Cannons: D&D 5e in 1776

#1 Post by Straither »

I was checking out rpg's set in a Pirates era through War of Independence and the American Civil War and came across this recent Kickstarter which uses base D&D 5e rules and tweaked certain classes to become appropriate to the non-fantasy genre.

Black powder muskets and cannons.

I wondered if anyone has supported it or knew if similar era RPG's that could translate into pbp mode.

Here is a link to a YouTube podcast introducing the supplement.

https://youtu.be/ticU_CkyyUM?si=2DCz0LK2iuG3JEBT

What do my fellow gamers think and would there be interest in playing such here?

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Re: Nations & Cannons: D&D 5e in 1776

#2 Post by Stirling »

I am interested in how they rig the classes; Barbarian, Ranger, Rogue, Artificer, Bard, etc and their subclasses. See how the different skills can fit each genre.

5th ed D&D is notoriously difficult to translate into a long play-by-post campaign. I would be interested to hear how our 5th ed GM's Hedgeknight, Dmw and Marullus and others might view N&C's feasibility.

On first glance, running a skirmish orientated game looks good but there has to be a way to outlive more than one brutal encounter if muskets and cannons are replacing monsters and dragons.

For example 'conscript militia' being rated as low level HD and disadvantaged or penalised in their musket attacks.

A change of scene but not too much change of rules. I could buy in to it if a creative GM stepped forward..

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Re: Nations & Cannons: D&D 5e in 1776

#3 Post by Leitz »

We just wrapped up a 7th Sea (R&K) ScenSim game, you might want to give that a look. Since it's based on mutable technology on a Pseudo-Earth around the late 1600's, a lot of what you'd want is there. Running historical games has its ups and downs. World building is much easier, you just take from history. However, you often run into some "expert" who disputes this and questions that. If you can utilize their expertise, it's nice.

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Re: Nations & Cannons: D&D 5e in 1776

#4 Post by Spearmint »

I download the free 'quick start' pdf and glanced through the 'gambits' which act as a spells and enhanced skills.

Certainly as a skirmish based warfare it seems to offer some challenge and characters can still roleplay aspects of being a rogue, barbarian, cleric, ranger, etc.

I liked what I read, not sure I have the skill, let alone the time to run a 5th ed game though.

Maybe a run in the Scenario Simulator might demonstrate how playable it is?

Any takers?

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Re: Nations & Cannons: D&D 5e in 1776

#5 Post by Bluetongue »

Intrigued to see how the dynamics of taking a volley of musket fire or an artillery barrage works and character survivability.

I could see a 'Last of the Mohicans' style frontier game or an urban setting of rebellion as part of a wider Independence war being cool themes to run.

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Re: Nations & Cannons: D&D 5e in 1776

#6 Post by Leitz »

Bluetongue wrote: Wed Jan 10, 2024 1:24 pm Intrigued to see how the dynamics of taking a volley of musket fire or an artillery barrage works and character survivability.

I could see a 'Last of the Mohicans' style frontier game or an urban setting of rebellion as part of a wider Independence war being cool themes to run.
You should check out Scarik's BX/Chainmail game then. He does some good stuff with mass combat that can be extrapolated.

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Re: Nations & Cannons: D&D 5e in 1776

#7 Post by scarik »

Leitz wrote: Wed Jan 10, 2024 1:38 pm
You should check out Scarik's BX/Chainmail game then. He does some good stuff with mass combat that can be extrapolated.
Thanks, I steal liberally.

The quick and dirty method for mass combat is to just use the stats of a creature for the stats of a unit of ten(ish) of them. For small scale skirmishes it works if you squint and allows PCs to engage them as well without other rules. So long as they could deal with 10 enemies at once that is.

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Re: Nations & Cannons: D&D 5e in 1776

#8 Post by Stirling »

Spearmint sells himself short. He ran a 22 man vs 13 in a great combat encounter in his Pirates : cannon & dragons game; with muskets and bayonet charges (plus a little magic and a flask of oil!).

viewtopic.php?p=283283#p283283

So, if you can narrow a larger battle down to a 'squad level' skirmish, this could be fun to play.

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Re: Nations & Cannons: D&D 5e in 1776

#9 Post by Stirling »

Any news on a brave GM deciding to run a few musket & cannon based skirmishes. I think it really needs a 'War of Independence' buff to be able to set scenes correctly if you wanted a longer campaign.

I could possible do an earlier transition, 1745 and the Jacobite rebellion up in my native Scotland.

I find 5e D&D a bit too clunky though with so many actions, reactions and skills for each character.

Some thought anyway, inspired by a wee dram of single malt.

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Re: Nations & Cannons: D&D 5e in 1776

#10 Post by dmw71 »

Spearmint wrote: Tue Jan 09, 2024 10:21 pm Maybe a run in the Scenario Simulator might demonstrate how playable it is?
This could be a great use for it.
Stirling wrote: Sat May 04, 2024 7:54 pm I could possible do an earlier transition, 1745 and the Jacobite rebellion up in my native Scotland.
Nice! I much prefer that the Jacobite rebellion to the American Civil War.
Stirling wrote: Sat May 04, 2024 7:54 pmI find 5e D&D a bit too clunky though with so many actions, reactions and skills for each character.
It's funny. I haven't thought about 5e in quite a while... until yesterday.

I have to admit, I didn't hate how they broke up the activities able to be taken on a single turn (see: Your Turn) into (1) taking an action and (2) exercising your movement. I was okay with the 'Reaction' as well, but not so much the 'Bonus Actions.'
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Re: Nations & Cannons: D&D 5e in 1776

#11 Post by Stirling »

Nice! I much prefer that the Jacobite rebellion to the American Civil War.
It would be a challenge. Though named after the Stirling Castle (and not Sterling, the currency), I am not too well versed in actual Highlander or Jacobite lore beyond stuff like the Glencoe massacre, the Highland clearances and SNP independence policies.

But ... I will give it some thought. I must brush up on my 5th ed and the N&C classes. Perhaps reach out to one or two members who have run very good 5e games here for their thoughts. In fact that might be my first action.

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Re: Nations & Cannons: D&D 5e in 1776

#12 Post by dmw71 »

Stirling wrote: Mon May 06, 2024 11:57 am
Nice! I much prefer that the Jacobite rebellion to the American Civil War.
It would be a challenge. Though named after the Stirling Castle (and not Sterling, the currency), I am not too well versed in actual Highlander or Jacobite lore beyond stuff like the Glencoe massacre, the Highland clearances and SNP independence policies.

But ... I will give it some thought. I must brush up on my 5th ed and the N&C classes. Perhaps reach out to one or two members who have run very good 5e games here for their thoughts. In fact that might be my first action.
To be clear, my above comment was just in general. I'm not actually looking to participate in a 5e game.
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Re: Nations & Cannons: D&D 5e in 1776

#13 Post by Stirling »

No worries. I am sure that if a game developed there would be sufficient interest to try it out.

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Re: Nations & Cannons: D&D 5e in 1776

#14 Post by hedgeknight »

Stirling wrote: Mon Jan 08, 2024 10:30 pm 5th ed D&D is notoriously difficult to translate into a long play-by-post campaign. I would be interested to hear how our 5th ed GM's Hedgeknight, Dmw and Marullus and others might view N&C's feasibility.
I'm totally clueless, since I am just now seeing this. :oops: :oops:

I know nothing about Nations & Cannons, but I have used ship cannons (rail cannons actually) and some limited gunpowder usage in my long-running 1E game in another forum. I basically ripped off...outright stole...BORROWED (yeah that sounds better) some information from some 3rd party 3E/3.5E source and tweaked it down to apply for first edition. To tell you the truth, I can't remember how I did it :D
Winter is coming...

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