| Post/Author/DateTime | Post |
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| #1raptor112May 15, 2009 20:15:15 | Ok, heres the deal,one of my fellow gamers around the table has said that one of the things released as a spoiler to the Eberron Player's guide is something called war-made. Basically its steam punk/magical replacement limbs for living creatures. A warforged arm here on a human, or a warforged leg on a half orc here. While magical steam punk/cybernetics is really cool, I find it hard to believe that WOTC is doing it. He also said that suposedly that guns are going to be in either the players guide or adventurers vault 2. So is my friend correct or is he smoking something? |
| #2NivedMay 15, 2009 20:21:50 | Warforged grafts first appeared in Magic of Eberron as features of the Renegade Master Maker Prestige Class. They were further expanded on in Faiths of Eberron where one didn't have to be a mad artificer to have one. Furthermore replacement limbs like this are hardly new to Dungeons and Dragons, see the Silver Arm of Ergoth from Dragonlance circa 1985. Hardly a steampunk setting. Now I haven't heard anything about War-made, however they May and Beyond preview did make mention of self-forged with warforged components, which seems to imply that we'll be seeing warforged grafts again. I wouldn't expect guns, however there was mention of a clockwork bomb. |
| #3lyranMay 17, 2009 16:10:53 | Now I haven't heard anything about War-made, however they May and Beyond preview did make mention of self-forged with warforged components, which seems to imply that we'll be seeing warforged grafts again. ^Right hear.^ Personally I'm really exited about warforged limbs. Way back when MM2 (3.5)came out I was I loved the idea of the Half-Golem. Their was one problem. The fact that it could drive you insane and make you into a mindless zombie if you failed a will save. Now that the opportunity to have an artifcial limb and to have it be in Eberron as a Warforged thing, I'm dripping with happiness. It's a shame I have to wait, though. I wouldn't expect guns, however there was mention of a clockwork bomb. No way would they put guns in D&D. A clockwork bomb? That's a diffrent story. |
| #4AvonRekaesMay 19, 2009 9:49:30 | I wouldn't say "no way" to guns. They were in the 3.5 DMG. I'd probably make, say, a rifle a Simple weapon, Prof +2, Ranged 10/20 (early guns were nortoriously inacurate at long range. "don't fire till you see the whites of their eyes"), 2d6 damage, Load Standard, High Crit. I don't think that'd be too overpowered. The Load Standard is a huge drawback since you'd only be able to fire once every 2 rounds unless you action-point for a reload. If you don't like that, you could probably get away with Load Move and 1d8 damage. Regardless of how I'd do it, my point is that guns can still be modled using 4e's system, probably better than 3.5's. If WotC feels the need to do it, maybe in a dragon article (Ala Way of the Gun, a 3.5 article on firearms in DnD), there's ample design space to make guns interesting. |
| #5Alex_May 19, 2009 10:27:22 | I wouldn't say "no way" to guns. They were in the 3.5 DMG. I'd probably make, say, a rifle a Simple weapon, Prof +2, Ranged 10/20 (early guns were nortoriously inacurate at long range. "don't fire till you see the whites of their eyes"), 2d6 damage, Load Standard, High Crit. Yes, Firearms were in the 3.5 rules, and even a part of Forgotten Realms. They weren't a part of Eberron though, and specifically mentioned as not. Essentially, this helps reinforce the concept that magic has supplanted technology. There are no steam engines, no firearms, and until now, very little in the way of clockwork (most of it being animated). It was a very intentional choice. Regarding 3.5 firearms, the reloading times made them "fire and drop" weapons, like crossbows. They also required an Exotic Weapon proficiency feat to use and there were no feats to improve them. You could at least improve the rate of fire with crossbows or take the Crossbow Sniper feat. Then there's the power, which became useless when wet. Iron Kingdoms went and added insult to injury by requiring skill checks just to reload and random misfire and "explode in your face" rules. I hope they address this when reintroducing guns to D&D. The best firearms rules I've seen so far are here. |