Dragonmech in Standard Dnd [Archive] - Wizards Community

Post/Author/DateTimePost
kadeity

03-10-07, 02:02 PM
so i just picked up Dragonmech a while back...

and i have to say, im in love with the idea of steam powers, and especially fond of mechs. I really like the new classes and honestly it makes me DETERMINED to build a new campaign.

However im not very fond of the settign in the book.
Ive been thinking hard about mechs, trying to decide what sort of Enemy would bring about the need for mechs in a world with intelligent creatures as large as mechs.

I thought about it alot. I considered Dragons or Giants, but really those creatures move around well enough that they would likely beat mechs to bits.
And those arent really new threats. Still, the idea of "dragon slayers" being mech jockeys seems cool, and i love thinking about steam-dwarves battling giants.

I played with the idea of a Clockwork eberron. One that hadnt used artifice, but instead had used Steam to get where it was. This wouldnt change the setting a HUGE amount, and would be relatively easy to translate.
The floating fortresses would be city mechs, the lightning rail would be an actual train... artificers would be coglayers, and warforged would be somehow altered to be clockwork. Im still considering it.

But im the sort of guy who JUST PREFERS to make his own setting.

I like the base classes of dnd, and honestly i love psionics..
And i dont want to lose those. I dont think ill use many cap systems besides psionics, except maybe tome of battle.

I always use scout, warlock, swashbuckler and the oriental adventures shaman. I doubt ill use Druids or Monks. Im thinking ill use reputation too, so the Noble from dragonlance seems a fun idea. Ill probably do the "spell roll" for saves, where instead of adding 10 you do a roll for the save dc.

Im curious about how artificers would interact with dragonmech... not to say id like to use them. just curious.

i guess i just want to make a setting that uses mechs... and still FEELS very dnd. I dont want steam to replace magic, i just think id like magic to be more dangerous, to make steam more of a viable option than a replacement. Im sure ill use critical fumbles tables... and im hoping to make a more interesting and fun campaign.

anyway im just asking.
GuardianLurker

03-11-07, 01:35 AM
You can have dependable magic and a viable reason for steamtech. They can even be of equal importance to an adventuring party. Just get rid of magic items, and the ability to create any (especially the non-consumables).
yellowdingo

03-11-07, 01:59 AM
Klockwerk Soldiers and Keymen...

The Curse of of the Demon Queen of Thuringia spreads.
Wounds nolonger heal, the graveyards go unused as the dead are converted to klockwerk armies. Injured limbs replaced with mordrigswerg dwarf mechanisms that must be wound by The Keymen.
DarkSamuraiKyo

03-12-07, 10:07 AM
A Campaign using Dragon Mech material? now first off to answer your question about the artificers interaction with dragon Mech take the Coglayer add some levels of the Constructor (the wizard's variant) use the Artificers point system and Ta-Da one completely Dragon Mech orignal Artificer...

To make it all go together I suggest you burrow or buy a copy of Iron Kingdoms books because they have material that you could use to fit the Mechs in without having to snap and paste every single bit of Dragon Mech into your campaign and it will give even more options and ideas you can add and it will still allow you to make you own campaign...well that's just my :twocents: worth....
Sliversun

03-12-07, 11:57 PM
I like the idea!