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Overpowered Doubloons?


Firebird01

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Whilst running my recent P&D campaign have found that due to the size of the party and the high POW of a couple of characters (notably a Shaman) there are a lot of doubloons about which are tending to put skill use and development in the shade a bit, particularly if the black spot comes out early as there is no penalty for use left.

Will be discussing this with the players next session to see what they think but it looks like we may go down some house rules to balance things out. e.g. bring in rolled crits and lower the number of Doubloons available (say Pow/4 instead of Pow/2) or limit stacking possibly.

Any suggestions, as I want to keep them, but as a precious resource rather than things to spend without thought to blow the enemy ship out of the water in a couple of rounds.

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