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| #1ScrinoverlordDec 09, 2014 11:22:35 | So I'm trying to figure out how to incorporate my setting into the framework of 5e's rules. The setting is largely medieval fantasy, but blackpowder guns are an emerging (but still rare) force, and the world is littered with the ruins of a civilization where technology, not magic, was the rule of day. We're not talking about late 1800's, "steampunk" technology: we're talking about nanotech, robots, laser guns, artificial intelligences, etc. This civilization so happened to be our world in the late 21st century ([url=http://www.bookfever.com/book_photos/49278.jpg]cough[/url), but that's a minor detail.
I know the DMG briefly touches alien technology and firearms, but not quite in the amount of detail I want. I'm going to expand those details a bit myself, but I wanted to hear from you guys: any advice on running this kind of game with 5th edition's rules? Is there a good homebrewed gunslinger class wandering around that I'm not aware of? How should firearms, regardless of whether they're a musket or a laser pistol, be resolved in terms of attacking someone?
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| #2cowleymenDec 09, 2014 14:11:30 | Replace magical weapons with tech. Magical leather armor = flak jacket combined with kevler suit ect. Future tech always looks like magic once the people finding it are far enough behind in tech. levels. |
| #3AndyDayDec 09, 2014 14:54:41 |
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| #4BRJNDec 09, 2014 16:42:22 | Every spell can be duplicated with a gadget. Use "making a wand" rules if you need them. Fireball = jerry can of gasoline, for example. Look over the "dual-wielding crossbows" threads for ideas how to handle High Noon style gunslingers. Pathfinder's Atlas of Golarion has one nation where high-tech stuff keeps being found after a spaceship crash; steal their discussion and ideas. The Gamma World forum, somewhere below this set, probably has a 5e Conversion thread by now (but I haven't actually looked), which can be mined for ideas. Anything about converting Ebberon to 5e would also be worth looking at. |
| #5BryanLeeDavidsonDec 10, 2014 2:01:26 | Using magic for tech is a start. Also going back to other editions that made this jump like Expedition to the Barrier Peaks S3 or City of the Gods DA3 could be good to look at. I have found alot of the ideas from the older editions pulg into 5th quite well. Amazing engine magitech could also have so good crosover ideas even though you are looking at a different system.
May the force be with you. |
| #6XguildDec 11, 2014 6:31:50 |
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| (Reply to #6)BryanLeeDavidson |
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| (Reply to #6)AaronOfBarbaria |
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| #9RhennyDec 11, 2014 17:48:10 | In my 3.5e campaign I was getting tired of fantasy so I had the party investigate a portal and they were transported to a post-apocalyptic version of earth. They investigated an old military base and found lots of broken tech and some working tech. They fought automatons and strange mutated beasts (Gamma World influence). Eventually, they made it back to their own plane after about 5 or 6 sessions. It was a nice refreshing break that re-engergized me as the DM and it was an awesome eye opener for the players. (I was actually running these games for a group of NASA Scientists - You should have seen how they explored and investigated the tech. It was awesome). One player even got to take a weapon back to their original plane. (I let that happen because that PC out of all the others seemed to be the least effective in combat..so I let the weapon live to help balance).
I think 5e will be even easier to run in an alternate world with tech.
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