gr8artist
2012-09-23, 01:30 AM
[This topic is intended for PF, but ideas from 3.5 are definitely welcomed.]
Ok, I don't know if anyone is familiar with the game, but Troika made a game called "Arcanum: of steamwork and magick obscura" (or something like that).
The premise of the game was that technology was the polar opposite of magic. One study depended on the laws of nature, and the other was a direct antithesis to them. A wizard's proximity to the technical aura of a steam locomotive weakened his spells while a gunslinger was plagued with a high misfire rate while in the citadel of a wizards' college.
The game featured two alignment axes: Good/Evil and Tech/Magick. The more technical you were, the less likely spells were to affect you (beneficial and harmful alike), while sorcerors found guns and metallurgical items to be more useless than dirt and almost always jammed locks they attempted to pick.
I love this mechanic.
I've been wanting to do a steampunk-era campaign for years now, and I've gradually been working on some details. Instead of Chaos/Law, I'd use the Tech/Magic alignment with a varying aura strength based on class levels. The problem is d&d/pathfinder's excessive use of magic. I have trouble thinking up technological based classes, and I'd like the two to be balanced.
I figure Alchemist, Artificer, and Gunslinger are easy tech-based classes, but there are too many more magickal classes.
Wizard, Sorceror, Druid, Cleric, Oracle, Witch, Summoner, Magus... even the Pally, Bard, and Ranger use magic.
For non-aligned classes I figure Barbarian, Rogue, Fighter, Cavalier, and Monk.
The reason I'm focused on classes is that I figure it's an easy way to translate an affinity for one school or the other. A level 10 wizard, for example, has twice as strong an aura as a level 5 gunslinger/5 rogue.
I've thought about bumping several of the magical classes out of the campaign options, and using the non-casting pally and ranger variants. I could re-work the summoner for a tech purpose (building automatons), but not sure how to make it different from artificer. My end result for allowed classes looks like this:
Tech: Gunslinger, Alchemist, Artificer, Engineer (summoner)
Neutral: Fighter, Rogue, Monk, Ranger, Cavalier
Mage: Sorceror, Druid, Oracle, Bard
Any thoughts, concerns, comments, or ideas? I could use a few more tech classes. I'd also like to know if anyone has a good no-magic bard build, boosting morale with songs but not casting spells.
I intend to discuss several other points and concerns in this thread, but this is a good place to start.
Ok, I don't know if anyone is familiar with the game, but Troika made a game called "Arcanum: of steamwork and magick obscura" (or something like that).
The premise of the game was that technology was the polar opposite of magic. One study depended on the laws of nature, and the other was a direct antithesis to them. A wizard's proximity to the technical aura of a steam locomotive weakened his spells while a gunslinger was plagued with a high misfire rate while in the citadel of a wizards' college.
The game featured two alignment axes: Good/Evil and Tech/Magick. The more technical you were, the less likely spells were to affect you (beneficial and harmful alike), while sorcerors found guns and metallurgical items to be more useless than dirt and almost always jammed locks they attempted to pick.
I love this mechanic.
I've been wanting to do a steampunk-era campaign for years now, and I've gradually been working on some details. Instead of Chaos/Law, I'd use the Tech/Magic alignment with a varying aura strength based on class levels. The problem is d&d/pathfinder's excessive use of magic. I have trouble thinking up technological based classes, and I'd like the two to be balanced.
I figure Alchemist, Artificer, and Gunslinger are easy tech-based classes, but there are too many more magickal classes.
Wizard, Sorceror, Druid, Cleric, Oracle, Witch, Summoner, Magus... even the Pally, Bard, and Ranger use magic.
For non-aligned classes I figure Barbarian, Rogue, Fighter, Cavalier, and Monk.
The reason I'm focused on classes is that I figure it's an easy way to translate an affinity for one school or the other. A level 10 wizard, for example, has twice as strong an aura as a level 5 gunslinger/5 rogue.
I've thought about bumping several of the magical classes out of the campaign options, and using the non-casting pally and ranger variants. I could re-work the summoner for a tech purpose (building automatons), but not sure how to make it different from artificer. My end result for allowed classes looks like this:
Tech: Gunslinger, Alchemist, Artificer, Engineer (summoner)
Neutral: Fighter, Rogue, Monk, Ranger, Cavalier
Mage: Sorceror, Druid, Oracle, Bard
Any thoughts, concerns, comments, or ideas? I could use a few more tech classes. I'd also like to know if anyone has a good no-magic bard build, boosting morale with songs but not casting spells.
I intend to discuss several other points and concerns in this thread, but this is a good place to start.