Myatar_Panwar
2008-05-26, 04:42 PM
I will be running a zombie apocalypse campaign shortly (the original DM just dropped the ball on me that his will be ending next session), and I figured that I would include some technology not usually associated with D&D, as most of my players have hinted at wanting to use some sort of gun. But please note that I am still trying to keep the same kind-of high fantasy, "ye old", etc feel that D&D is known for.
Maybe some background knowledge of the campaign would help here: Essentially, through some extreme breakthroughs, the high end races (mostly gnomes, probably) have found knew ways to use the world around them and innate magics to make life easier (technologies!). Examples may be using pulleys and gears for maximum output, or firing small projectiles at high speeds (more penetration with less surface area). The barbarians, originally feared for their combat prowess, were being exterminated by these new innovations, namely "guns" (would rather find a different name, if anyone has any ideas). Their years of training were being outdone by machines wielded by knaves, and they fled farther into the cold mountains. The elves, the most dedicated and skilled swordsman on this earth, knew that this was wrong, and demanded that they stop their progress at once. The others refused, and the elves also isolated themselves from the rest of the world. And then... blah blah blah, tower rose, blah blah blah, mist appeared, waking the dead, blah blah blah, gods stopped awnsering mortal calls, blah blah blah, you get the drift. Apocalypse time.
Ok, so I started this thread with hope that you guys could help me come up with some technological ideas (im no engineer, as you can probably already tell), or maybe something you have used in a passed campaign. I don't just want to use real world stuff (such as guns powered using *gasp* gunpowder), as this is a fantasy world where magic exists, and to chose to use real world stuff is just lazy and kind of boring.
For "guns" I was thinking that I would have 3 different categories (for the purpose of weapon focus and stuff): Handgun (revolver), Long range (rifle), and Shotgun (shotgun). For how they work and what they look like.... heres where I draw a blank. I was originally thinking that it could be powered with flasks of oil, but eh. I was also thinking that maybe a gun would feature two flasks connected to the back end (kind of like hoppers in paintball), which connected to a small base behind the projectile using tubes. In one tube would be some crushed Thunderstone, while in the other would be another substance which would react with the thunderstone (maybe just water). So that when you pull the trigger the two substances are allowed to enter the base and react.
As for stats, its quite ok for these to be slightly overpowered when compared to other D&D weapons. For one, this is an apocalyptic world, and the players just cant enter a shop and ask for 3,000 rounds. Materials are scarce. Plus, in a campaign centered on one creature type (especially undead), casters are bound to enter any and every prestige class, prepare every spell, that gives them a great advantage. Let the fighter have his fun too. Namely, the weapons made for this game probably shouldn't be introduced into other games unless they have a likewise background.
As for non-gun related tech, I present to you something which could probably be argued is indeed a gun, but I don't care because its all I have right now!!!: The Javelin Launcher
The Javelin launcher is typically an enclosed rectangle box on wheels, typically 4 feet long, with a crank on one side, a small hole for where the javelins enter/ are shot out, and a lever on top. How it works: a javelin is put in the hole, and the lever is pulled, causing a mechanism to hold the javelins haft in place. The crank on its side in then turned, which causes several gears on the inside to rotate, eventually ending with the mechanism holding the javelin, pulling it back. The amount turned is of course dependent on the turners strength, and will not go past a modifier of +5. It takes a fullround action to rotate the crank. On the subjects next turn he may pull the lever again, releasing the devise and javelin. The Javalin always moves in a straight line and the machine itself must be moved if the target is not directly in front of it (move action). Also, the Javelin launcher typically shoots its javelins exactly 4 1/2 feet from the ground, causing it to completly skim over the heads of the shorter races (they would also have a hard time using the device). Some launchers are made with ways to control height, but not all.
Damage: 3d6 (base) + 3 per point of strength modifier.
The Javelin launcher would be an example of using gears or pulleys to come out with a higher output, and it has great damage, but is otherwise unversitile, and is completely situational.
So please, post any ideas you might have.
Maybe some background knowledge of the campaign would help here: Essentially, through some extreme breakthroughs, the high end races (mostly gnomes, probably) have found knew ways to use the world around them and innate magics to make life easier (technologies!). Examples may be using pulleys and gears for maximum output, or firing small projectiles at high speeds (more penetration with less surface area). The barbarians, originally feared for their combat prowess, were being exterminated by these new innovations, namely "guns" (would rather find a different name, if anyone has any ideas). Their years of training were being outdone by machines wielded by knaves, and they fled farther into the cold mountains. The elves, the most dedicated and skilled swordsman on this earth, knew that this was wrong, and demanded that they stop their progress at once. The others refused, and the elves also isolated themselves from the rest of the world. And then... blah blah blah, tower rose, blah blah blah, mist appeared, waking the dead, blah blah blah, gods stopped awnsering mortal calls, blah blah blah, you get the drift. Apocalypse time.
Ok, so I started this thread with hope that you guys could help me come up with some technological ideas (im no engineer, as you can probably already tell), or maybe something you have used in a passed campaign. I don't just want to use real world stuff (such as guns powered using *gasp* gunpowder), as this is a fantasy world where magic exists, and to chose to use real world stuff is just lazy and kind of boring.
For "guns" I was thinking that I would have 3 different categories (for the purpose of weapon focus and stuff): Handgun (revolver), Long range (rifle), and Shotgun (shotgun). For how they work and what they look like.... heres where I draw a blank. I was originally thinking that it could be powered with flasks of oil, but eh. I was also thinking that maybe a gun would feature two flasks connected to the back end (kind of like hoppers in paintball), which connected to a small base behind the projectile using tubes. In one tube would be some crushed Thunderstone, while in the other would be another substance which would react with the thunderstone (maybe just water). So that when you pull the trigger the two substances are allowed to enter the base and react.
As for stats, its quite ok for these to be slightly overpowered when compared to other D&D weapons. For one, this is an apocalyptic world, and the players just cant enter a shop and ask for 3,000 rounds. Materials are scarce. Plus, in a campaign centered on one creature type (especially undead), casters are bound to enter any and every prestige class, prepare every spell, that gives them a great advantage. Let the fighter have his fun too. Namely, the weapons made for this game probably shouldn't be introduced into other games unless they have a likewise background.
As for non-gun related tech, I present to you something which could probably be argued is indeed a gun, but I don't care because its all I have right now!!!: The Javelin Launcher
The Javelin launcher is typically an enclosed rectangle box on wheels, typically 4 feet long, with a crank on one side, a small hole for where the javelins enter/ are shot out, and a lever on top. How it works: a javelin is put in the hole, and the lever is pulled, causing a mechanism to hold the javelins haft in place. The crank on its side in then turned, which causes several gears on the inside to rotate, eventually ending with the mechanism holding the javelin, pulling it back. The amount turned is of course dependent on the turners strength, and will not go past a modifier of +5. It takes a fullround action to rotate the crank. On the subjects next turn he may pull the lever again, releasing the devise and javelin. The Javalin always moves in a straight line and the machine itself must be moved if the target is not directly in front of it (move action). Also, the Javelin launcher typically shoots its javelins exactly 4 1/2 feet from the ground, causing it to completly skim over the heads of the shorter races (they would also have a hard time using the device). Some launchers are made with ways to control height, but not all.
Damage: 3d6 (base) + 3 per point of strength modifier.
The Javelin launcher would be an example of using gears or pulleys to come out with a higher output, and it has great damage, but is otherwise unversitile, and is completely situational.
So please, post any ideas you might have.