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D&D Campaign setting help

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ackblom12:

--- Quote from: Windswift19 on 11 Jan 2008, 21:24 ---Another possibility is that people might not be able to cast or use magic without some sort of artificial or mechanical means, we can't harness electricity directly, we have to channel it into forms and then use it to make things work, so conceptualize it as another type of energy needing an instrument and study in order to utilize...

--- End quote ---

Oooo, now this is something I'm going to be integrating. I've been so bent on the act that the world hasn't totally made the transition to steam punk, it never occurred to me that some form of overly decorative implant could be what limits a caster's magic use. It would also be a very visible way of identifying a magic user for profiling purposes as well as be a homing beacon of sorts and if it breaks, their magic is totally unavailable. I was having a hard time trying to figure out how exactly they were able to keep the arcane casters down effectively, but I think this fixes that problem nicely.

I know it's slightly different from what you're suggesting, but i think it acting as an inhibitor would make a lot more sense for this world.

Also, I guess one more detail is that Divine magic is still accepted in this world, for both PCs and NPCs. They aren't necessarily well liked, but science hasn't advanced to the point that medicine works adequately. An Implant may be forced however for legal status.

KvP:
The one thing I can tell you, is that if you're intent on running a steampunk campaign, you're probably best served by looking somewhere other than D&D. The mechanics just aren't built for it. Maybe there's an open license book or two on it, but just like if you made all the alterations to the setting and rules by hand, it's likely to be really unbalanced.

Windswift19:

--- Quote from: ackblom12 on 11 Jan 2008, 23:44 ---I know it's slightly different from what you're suggesting, but i think it acting as an inhibitor would make a lot more sense for this world.

--- End quote ---

truthfully i was simply suggesting a train of thought, and hoped it would lead you in the direction you needed, so no worries!
You could also incorporate creatures that fed upon the bio-magic energy this synthesis created, thereby nullifying it, or bringing about another plot element... The other concept is that it could be a literal bio-mechanical inplant that can take damage and heal itself as the character heals. 


--- Quote from: ackblom12 on 11 Jan 2008, 23:44 ---Also, I guess one more detail is that Divine magic is still accepted in this world, for both PCs and NPCs. They aren't necessarily well liked, but science hasn't advanced to the point that medicine works adequately. An Implant may be forced however for legal status.

--- End quote ---
You might also want to incorporate other implants for other classes, clerics call on divine power, and could have special communication which call upon their God, and if they call too much they get blocked for a time... Paladin's swords are connected to them and act as a direct focus for their God's energy, which is upgraded as they gain experience... things like that, though that's a lot of work...
The implant could be a way of interacting with the health of the individual, a means for healing that allows magic and prayer to effect the body...
The other thing is that if magic is seen as something that is harnessed through machinery you can make "Plus 1 swords" that way by including mechanics, therefore identification would be easier if you knew what to look for, and you could upgrade equipment with the right technology and parts... (sorry the forum was changing the plus symbol to "I have nothing of value to add." for some strange reason...)

Another possibility is that for lower level majick users, they have to lug around some heavy and bulky machinery (similar to an alchemist) and measurement equipment in order figure out new ways of harnessing the energy, as they get better the scanners and other tools of their trade get smaller and smaller, and eventually evolve into cybernetic implants...
Probably not what you were going for but a possibility nonetheless if you want to severely limit the power of a magician.

Anyway if you want more on this let me know and I'll help you brainstorm!

Catfish_Man:
Personally I'd probably just adapt the stuff myself, and rebalance on the fly (by fudging dice rolls and messing with values) as necessary. Requires some delicacy and a good poker face, but it's quite doable.

ackblom12:

--- Quote from: Kid van Pervert on 11 Jan 2008, 23:56 ---The one thing I can tell you, is that if you're intent on running a steampunk campaign, you're probably best served by looking somewhere other than D&D. The mechanics just aren't built for it. Maybe there's an open license book or two on it, but just like if you made all the alterations to the setting and rules by hand, it's likely to be really unbalanced.

--- End quote ---

Honestly, I think you're underestimating how much tech Wizards has introduced since 3rd Ed, especially with Eberron out. I just need both the magic level to be more in line with something like Dark Sun, where it's still powerful but not common, and the tech level to be a bit further along than your usual fantasy setting. Most of the changes are history and campaign "flavor" that need to be fleshed out. I don't plan on any character having a W40k Tech Priest like character running around.

The gameplay itself shouldn't need a ridiculous amount of change outside of possibly making a new class or two and introducing a "Mechanic" skill.


--- Quote from: Catfish_Man on 12 Jan 2008, 13:42 ---Personally I'd probably just adapt the stuff myself, and rebalance on the fly (by fudging dice rolls and messing with values) as necessary. Requires some delicacy and a good poker face, but it's quite doable.

--- End quote ---

Most likely what I'm gonna be doing. No matter how well this is laid out before hand I'm gonna be finding things that need to be fudged and messed with as we go for future sessions.

I'm gonna be posting some stats for firearms later so I can hopefully get some feedback sometime tonight.

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