A little help? [Archive] - Wizards Community

Post/Author/DateTimePost
Leon_Cross

01-25-07, 08:58 AM
In the current game I'm running, the players are in a Shannara type world, AkA post apocolyptic fantasy world. Now, through game play, they may eventually discover special things for each character from the old "modern" world.

The cleric can, and probably will, eventually have a powered suit.

The Scout can get a sniper rifle.

The problem I'm running into is for my other two classes.

For the Duskblade, somthing combat related such as a suit would probably be appropriate, however...

What Techno thing can I give a Sorc? With a Character running around with a Acculator Suit, and another with a sniper rifle, his magic might be a little "Bah" in comparision, so I'm looking for good suggestions so he doesnt feel left out.

Oh, and any issues with these unbalancing the game, primarily their concerns are remains from the old "modern" era, mainly killer robots and such, so its actually more of giving them a chance.

...I cant wait until they make it to the final area. Theres a massive bridge going to the final city area. If they play their cards right, I get to see the looks on their faces...and creative roleplay as their characters try to figure out what it is... when they realise they'll be crossing it in a tank.
Tiarn

01-25-07, 09:18 AM
Force fields? I know if I were a sorcerer I'd want more protection.
aristotle91

01-25-07, 09:49 AM
how about googles/spectacles that let him him line of sight through walls, around corners, much farther, etc. That should enhance his spell-casting nicely.
Dei

01-25-07, 09:54 AM
Perhaps some kind of personnel radar could be cool. Something that gives him blindsense 60 or similar, a nice pair of goggles or visor. You could also give it detect magic/energy ability so he can see if they're about to step into an area that is likely to turn them all extra crispy.
drizzt420

01-25-07, 10:45 AM
I know I am ripping the name off here but what about some type of Sorcerors Stone/Amulet type of item. This would essentially "channel" his arcane energy through the stone and function like any meta-magic feat you deem fitting.

Perhaps it allows him to maximize or heighten his spells so many times per day. It could also have settings that he could dial in and change that could allow him to choose if he wants to make the spell silent/still etc. Of course this would still use up spell slots higher but allow him to not have to take the feats to utilize them - unless he loses the stone!

I think there were some good ideas thrown out also by the guys above me. Those goggles sound pretty rewarding!
mtrpcic

01-25-07, 12:51 PM
Give him some sort of head gear that allows him to cast spells at 1.5 times range, or even 2 times range. Also, the headgear could tell him exactly when an opponent steps into the range of his spell(s).
CyrusDuane

01-25-07, 01:25 PM
Give him Wormhole technology
(Have people fight over him and it’s use as a weapon…wait.. that was a TV show)

Seriously. Little bit of minor Time travel, or teleportation.

The trick is to think of them as cool things that go beyond magic and are different because of their sci-fi feel… but every… EVERY hi tech device should have ways that you can control it as a DM.

Examples
Vibroblades- need constant energy supply, and a non-lightning bolt level… something like a wall socket.

BattleSuits- Chemical/nuclear energy packs that need regular recharges. How will they do that?

Guns- Need bullets, maintenance and occasional replacement parts. Crafting them in a pseudo-medieval level may be HARD.

Phasers/lasers/blasters- Recharge?

Crazy insane Tech device (Teleporter)- Constant supply of energy?

Reminder- Damage reduction- Sci-fi weapons are mundane. If a creature has 10/magic, a bullet is going to have its first 10 points ignored.

Last- before you give them any tech gear, seed the idea with them that items this old and this powerful and known to be unstable and unreliable at times. This way if you find them unbalancing your world, you can have them break, malfunction or explode as appropriate.

One of the best games I ever ran has the PCs trying to find a way to destroy an artifact that was making an entire city sick with an unknown plague that could not be cured by magic. The artifact was a broken element of the colony ship’s power core that crashed landed on the world thousands of years ago… and the sickness was cause by radiation leakage.
Basil_Bottletop

01-25-07, 01:40 PM
[QUOTE=CyrusDuane;11287333]
Guns- Need bullets, maintenance and occasional replacement parts. Crafting them in a pseudo-medieval level may be HARD.

Last- before you give them any tech gear, seed the idea with them that items this old and this powerful and known to be unstable and unreliable at times. This way if you find them unbalancing your world, you can have them break, malfunction or explode as appropriate. [QUOTE]

This works well in non-sci-fi games too. I had a gnome artificer/tinkerer who created a gnomish blunderbuss (old timey weapon that looks like a tuba at the end of the muzzle) and I had the most interaction with it when it didn't quite work the way it was suppose to. Either firing randomly, backfire, etc. Making the hightech items imperfect makes for some difficult decisions to use it or not.


Now to your question of what to give the Sorcerer...
The goggles sound cool, but the protection force field idea would be more appropriate for someone with such a low AC and HP. I had another gnome that created a gnomish grenade launcher (from a crossbow and some other mundane items) and he had grenades made. The grenades all had the spell like abilities you'd expect from a wizard. Mind you, there were better names but...a Fireball grenade, Cone of Cold grenade, an Ice Grenade that worked like what Sly Stallone does to Wesley Snipes in Demolition Man (I can't think of the real life chemical). This allowed for the character to save his spell slots for spells that may not be as combat-only effective. I would think a Sorc would like this because they only have some many spell to choose from originally. (it also helps when your grenade-throwing character has a throw range of 30 feet and the radius of the grenades is 40 ft....the launcher was a nessicity to him.)

Good luck to you,
Hope I could help