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D&D Campaign setting help
ackblom12:
--- Quote from: MusicScribbles on 13 Jan 2008, 17:55 ---So, are we talking flintlock pistols and other assorted black powder weapons? You could essentially make these guns work in a completely different way from how those of our world do.
You could give them a gearlike mechanism (Which is much more steampunk) that can be upgraded with different kinds of gears, making these guns highly personalized.
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This is what I think I'm going to do. I'll probably include the guns "as is" when we start playing in a more normal fantasy setting and working on basically making Arcanum 3.5 for a later campaign. I don't think there's anyway I'll have enough time to finish this before mid Feb unfortuantely.
Besides that, I can easily see these guns being a nasty nasty thing for any villians I might introduce to have. There are nastier things obviously, but if you get ambushed by bandits witha good number of them, ouch.
--- Quote from: Kid van Pervert on 13 Jan 2008, 18:01 ---Have you thought about instituting an Arcanum-style magic / tech opposition? If you're open at all to more complex tech and such, having spells cast upon a gunner give penalties would be a smart balancing mechanism. The more complex the tech, the more (and more severe) penalties you can accrue. Muzzle-loaders, being rather simple, would get maybe a -1 to hit penalty or the gunner would get -1 AC when he comes into contact with magic. A flamethrower, on the other hand, might explode. This would apply to both beneficial and harmful magic, so if a PC wants to carry around a hand gatling cannon, he'd better be ready to drop it as soon as he gets hit with a magic missile or a haste spell.
The problem with that approach, which is apparent to anyone who's played Arcanum, is that by and large magic is more versatile, practical and useful than steampunk tech, and if you're making your characters choose between magic and tech tech still won't really be a good option. The best method would be figuring out a happy medium.
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I'm actually thinking that if I go with my original idea of the worlds view on magic and go with a world that's very much like Arcanum tech wise, it could work very well. Implants for legal mages and the like, along with the general populous's view of magic, combined with Musicscribbles suggestion of how custom tech weapons would work could make tech a very promising side of this world.
We should continue discussing these things. Arcanum in PnP form will make me very very happy.
--- Quote from: Anyways on 15 Jan 2008, 14:26 ---I don't think I've ever wanted to learn D&D-gaming properly ever as much as right now, after reading this thread. I don't mean to derail or anything, but if anyone can point me to a good place to start learning via PMs (so to reduce off-topic posts in the thread) it would be greatly appriceated.
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You might try the Wizards of the Coast forums, but honestly, you're best bet is to sit down with someone and have them show you. If you don't want to buy the Player's Handbook just yet, try and find a torrent (not that I would suggest such things) for it and I'd be happy to discuss it.
Narr:
There's a D&D wiki out there that's endorsed by Wizards of the Coast (or at least Wizards knows about it's existence and doesn't close it down). Link to the site = http://www.dandwiki.com/wiki/Main_Page. It should be able to cover the basics if you want.
I would suggest picking up a copy of Neverwinter Nights or NWN2, actually. While they had to adapt the rules to a computer RPG format and added in some non-standard combat mechanics (like the whole Parry thing, wtf), it's as close as you can get to 3rd edition Dungeons and Dragons without playing the pen and paper format.
Papersatan:
Guns are great. And I love the feel you are going for, really. It's just well.... what about the bard?... *cough cough* I mean it seems that any sort of implant to practice magic wouldn't be deemed necessary for a low level bard. It seems like that sort of thing would be reserved for people who had a real reason to use magic. Unless you have some way to give me the bard similar things, but with science.. flash powder maybe? I like the harnessing magic thing, like batteries for magical power it seems reasonable that a bard would be able to buy charged magic-batteries to perform her spells. Maybe we could be limited to spells that can't do damage, or no combat casting?
ackblom12:
Bard will be treated as they are in Dark Sun.
They exist, but very very few of them use magic (the PC Bard will) and they make sure to keep it as on the low as possible. They occasionally use magic in public but they always have backup manners of doing tricks and entertaining in case they are questioned.
I'm still amazed that you like to play the bard. Not because it doesn't fit you, but because you're the only person I've ever met who likes the damn class. Silly woman.
Catfish_Man:
--- Quote from: ackblom12 on 19 Jan 2008, 12:44 ---Bard will be treated as they are in Dark Sun.
They exist, but very very few of them use magic (the PC Bard will) and they make sure to keep it as on the low as possible. They occasionally use magic in public but they always have backup manners of doing tricks and entertaining in case they are questioned.
I'm still amazed that you like to play the bard. Not because it doesn't fit you, but because you're the only person I've ever met who likes the damn class. Silly woman.
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Favorite character I've ever played was a pacifist multiclass bard/sorcerer. Rockin' out* on a guitar made 3/4 out of illusion, 60ft in the air above an epic battlefield. THAT is what the Inspire Courage ability was supposed to be :D
Then I pwned a bunch of fools by webbing them into a building until the battle was over.
*nat 20'd the perform check. Sometimes the dice really are on your side :)
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