Nations & Cannons: D&D 5e in 1776
Nations & Cannons: D&D 5e in 1776
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?
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?
Re: Nations & Cannons: D&D 5e in 1776
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..
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..
Re: Nations & Cannons: D&D 5e in 1776
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.
Re: Nations & Cannons: D&D 5e in 1776
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?
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
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.
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.
Re: Nations & Cannons: D&D 5e in 1776
You should check out Scarik's BX/Chainmail game then. He does some good stuff with mass combat that can be extrapolated.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.
Re: Nations & Cannons: D&D 5e in 1776
Thanks, I steal liberally.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.
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.
Re: Nations & Cannons: D&D 5e in 1776
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.
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.
Re: Nations & Cannons: D&D 5e in 1776
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.
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.
Re: Nations & Cannons: D&D 5e in 1776
This could be a great use for it.
Nice! I much prefer that the Jacobite rebellion to the American Civil War.
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.'
Re: Nations & Cannons: D&D 5e in 1776
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.Nice! I much prefer that the Jacobite rebellion to the American Civil War.
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.
Re: Nations & Cannons: D&D 5e in 1776
To be clear, my above comment was just in general. I'm not actually looking to participate in a 5e game.Stirling wrote: ↑Mon May 06, 2024 11:57 amIt 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.Nice! I much prefer that the Jacobite rebellion to the American Civil War.
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.
Re: Nations & Cannons: D&D 5e in 1776
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
I'm totally clueless, since I am just now seeing this.
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
Winter is coming...