Magitech 4e Future - Download the playtest!

Post/Author/DateTimePost
#1

wizardmon

Jun 18, 2009 21:28:47
I am currently brewing material for my soon-to-start campaign, which takes place in a post-apocalyptic magitech D&D 4e world "Fin Turris." Dragonborn CEO's in limousines, dual-weilding eladrin gunmages, goblin-ran ramen shops, the works. I would appreciate it if anybody who was interested would please help me playtest the material I am brewing up for the campaign! I have uploaded it into a supplemental PDF, which is not yet complete, and any constructive criticism is much appriciated!
Previous Versions
D&D 4e Future - Primer v0.4 D&D 4e Future - Primer v0.6
Problem, mostly resolved
Anywho, I am having difficulty populating ideas for weapons of the Automatic group and Saw group. For the automatics, I have "heavy Gatling," and some AK-47 equivalent weapon. For the saws, I have only come up with a "chainsaw" (one handed versatile, etc.) and "circular saw" (one handed, etc.). (So far, saws are defined as clockwork weapons that are vicious, but clumsy, take time to start running, and loud. Some saw weapons are also in the Heavy blade group.) Do you guys have any ideas that might help me?
#2

tasekai

Jun 18, 2009 22:02:40
Just an idea.

Razor Ball (thrown Saw weapon)
Military one-handed thrown weapon
Cost: 40 GP?
Damage: 2d4?
Proficient: +2
Range: 5/10
Weight: 2 lb.

Properties:
Off-Hand
Light Thrown

A revolutionary weapon design, the Razor Ball is a perfect sphere of hardened plastic, magically designed to release it's contents upon impact with commonly recognized body armor, living and undead flesh, and various non-human DNA types. The contents in this case being a ball with three motorized Adamantine sawblades extruding from it. Attuned to the user's will, the blades start up as soon as they are thrown, but stop quickly once buried in armor or flesh due to low fuel reserves. The lightning fast spin-up negates any wait time when using the Razor ball -a common downfall of other saw weapons, but due to it's restrictive fuel quantity, it is not likely to get deep into a target's flesh.

EDIT: Might give it a small DOT effect, or a stun/daze kinda thing. I know I wouldn't want to move (aside from the general direction of a hospital) after getting hit by something like this.
#3

wizardmon

Jun 18, 2009 22:43:26
The razor ball is a great idea! :D

I am going to change it slightly, such that its clockwork activates when hurled at a high enough speed. Such a mechanism would allow for it to operate somewhat safely for the user, would eliminate any "start-up" times, and explain how it would stop/become safe to pick up again.

Inspired by this, I have come put with a new weapon! But it needs a name...

It is a superior one-handed reach weapon. It is a gauntlet with a yo-yo like apparatus attached. The clockwork with the saw is activated when the yo-yo is flung, and reaches the end of its cord. Sawblades then come out of the yo-yo, and then the aparatus returns to the gauntlet. (To get a visual, think a fusion of both models of the Yu-gi-oh! "duel disk")
#4

pluisjen

Jun 19, 2009 6:58:46
If you don't mind the stealing, you could make swords with a chainsaw running down the blade; I believe Warhammer has those; and Gears of War has a gun with a chainsaw on it.
#5

wizardmon

Jun 19, 2009 11:28:15
If you don't mind the stealing, you could make swords with a chainsaw running down the blade; I believe Warhammer has those; and Gears of War has a gun with a chainsaw on it.

I don't, and I already planned on making "Lancer" (Gears of War gun) an enchantment for certain guns. :D
#6

descrii

Jun 20, 2009 2:57:24
Could you expand "saws" to "melee clockwork" or something and include drills? I can imagine a big two-handed industrial drill, or a thing that looks like a hammer that includes a spinning drill bit (or several) on its striking surface.

Why are you having trouble populating automatics? Don't you basically have machine pistol, submachine gun, assault rifle, machine gun, heavy machine gun?
#7

Shamanstarr

Jun 20, 2009 12:48:42
Heavy Hedge Trimmer.
Tree Trimmer (Reach 2 Saw Weapon)
Heavy Saw Shield (Heavy Shield with a running sawblade around the edge, perhaps)
Bladeslinger (spiral saw system, gets the blade up to speed, then releases it to hit a target at range)
Asian Weapon: The Flying Guillotine *a hood with a chain hooked to your wrist, you throw the hood over the head of an enemy, a chain mesh curtain drops down to the neck level, then a jerk on the chain closes the razor edge to behead the target....from an old Martial Arts Movie called: The Flying Guillotine*
Electric Chef's Carving Knife (light saw type weapon, 1 handed, off-hand capable)

Just some ideas off the top of My head.

Seuss
#8

matthewswift

Jun 20, 2009 13:42:53
It is a superior one-handed reach weapon. It is a gauntlet with a yo-yo like apparatus attached. The clockwork with the saw is activated when the yo-yo is flung, and reaches the end of its cord. Sawblades then come out of the yo-yo, and then the aparatus returns to the gauntlet. (To get a visual, think a fusion of both models of the Yu-gi-oh! "duel disk")

name ideas:
Gyro-Gauntlet
Gear-Gaunt
Gear whip
Chain gear
Salamandra
#9

wizardmon

Jun 20, 2009 14:42:23
>>Drills
That would call for a new weapon group, IMO... But there would be definate reason for their existance in my campaign! Thanks for the idea!

>>Why are you having trouble populating automatics?
Because I have no idea about guns IRL. x.x
I think I will stick with what I have for now, and at player request, make some more.

@Shamanstarr- A lot of those are great ideas! But, I would prefer try to keep the saw group weapons unique, as I want traditional fantasy weapons to still be attractive. Still, I might use some of those.

>>Chain gear
I like it!

>>Salamandra
I see what you did there!
#10

descrii

Jun 20, 2009 22:24:29
>>Why are you having trouble populating automatics?
Because I have no idea about guns IRL. x.x
I think I will stick with what I have for now, and at player request, make some more.

You can just scale them by size. Don't worry about the difference between an AK-47 and an M-16 or whatever, the players can fret about that.

  • machine pistol: one-handed, d6 damage modified by whatever you're doing for automatic fire. Maybe usable in melee without provoking AoOs. Very short ranged. Holds about 20 bullets.
  • submachine gun: two-handed version of the machine pistol, maybe d8 damage base, usable in melee. Short-ranged. Holds about 20 bullets.
  • assault rifle: two-handed, maybe d10 base, not usable in melee (or usable as a club/spear in melee). Long ranged. Holds about 30 bullets.
  • machine gun: two-handed, d10 base damage, better automatic fire if your rules allow that, not usable in melee at all. Long ranged. Typically uses belts of 100 bullets, can potentially use belts of any length. Might have overheating problems.
  • heavy machine gun/gatling gun: medium creatures can't wield it without a bipod/tripod/vehicle mount. Maybe 2d6 base damage, excellent automatic fire. Not usable in melee. Very long ranged. Uses belts like the machine gun and might have overheating problems.
#11

wizardmon

Jun 21, 2009 11:10:56
Thanks a bunch descrii! That helps a ton!
BTW- Fully-automatic guns, as I am handling them, have the following properties:spread and shots as clip.
Spread allows for ranged attacks with the weapon to function as area attacks for applying vulnerabilities/resistance (because multiple fires in a single attack and shooting in an arc are assumed). With a feat, you can have minor AOE's with spread weapon attacks (with a penalty to accuracy.)
Shots is the maximum ammunition the gun can hold. Since automatics are assumed to be shooting multiple bullets at once from a clip, the number of shots that a clip of machine gun ammo actually has equals a fraction of the number of bullets it contains.
That being said, how many "shots" do you think would be good for an "all purpose" machine gun clip? (Gatlings would use a special clip, given their size.)
#12

wizardmon

Jun 23, 2009 12:13:56
Hey everyone! I updated the file, and now it not only looks better, but it is a great deal more complete (but not there yet!)

If anybody wants to help, then they can do the following:
  • suggest feats, powers, paragon paths, items, etc.
  • send me links to pictures that relate to this setting
  • critically critique my work!
#13

wizardmon

Jul 06, 2009 13:24:32
Hey guys! Just added a minor update to the file. I hope to work on it some over this week!
#14

novatack

Jul 07, 2009 0:44:41
Hmmm, just an idea...

Enhanced Sniper Rifle:
Rifle
Superior 2-handed ranged weapon
Prof +3
1d8
Range 25/50
Weight: 6 lbs.
Properties: Shots 5, load minor, full load standard, High Crit (Headshot!), Sniper*
40 gp

A possible magic sniper rifle may grant darkvision when weilded (night-vision sniper?)

Arm-Mounted Gun:
Pistol
Military 1-handed ranged weapon
Prof +2
1d6
Range 5/10
Weight: 4 lbs.
Properties: Shots 8, load minor, full load standard, off-hand, arm-mounted**

"Hookshot": (probably changing the name)
"Hookshot"
Superior 1-handed melee weapon
Prof +2
1d4
Weight: 2 lbs.
Properties: Off-hand, Reach, Grapple***

*The sniper property grants any character weilding the weapon a +2 bonus to perception checks, due to the sniper's zoom.
**The arm-mounted property allows the gun to mounted onto one's arm, leaving the hand free to hold another item, to climb, or the like. However, you cannot use the arm on which the gun is mounted to make attacks other than with the arm-mounted gun.
***The grapple property allows the user to slide his or herself 1 square, as long as he or she ends adjacent to the target.

And, of course, a mobile turret would make an awesome wonderous item (though I'm not quite sure how to make it).
#15

novatack

Jul 07, 2009 1:11:20
Hmm, I think the a brutal 2 on a 2d6 weapon is a bit overpowered...

Anyway, as for Paragon Paths:
Gunslinger:
Fast Draw (11th level): You gain the ability to draw pistols as a free action.
Faster Than the Eye Can See (11th level): When you hit a creature that has not yet acted this encounter with a pistol, the creature become stunned. A creature may not be affected by this more than once per encounter.
Gunslinger Action (11th level): Whenever you spend an action point to take an extra action, you may make a ranged basic attack with a pistol as a free action
Deadly Aim (16th level): You gain a +1 bonus to attack rolls with pistols.

Trigger Happy
11th level Encounter Attack
Immediate Interrupt, when an enemy targets you with an attack
Requirement: You must be wielding a pistol.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity Modifier, and the attack automatically misses.

Lightening Dexterity
12th level Encounter Utility
Minor Action
Your ranged attacks do not trigger attacks of opportunity for the remainder of your turn.

Dead Aim Shots
20th level Daily Attack
Standard Action
You may make as many ranged basic attacks with a pistol as you have bullets in your clip. You may only make one attack per creature. If you emptied your clip with this attack, you may then full load your pistol as a free action.
#16

trigun8168

Jul 07, 2009 7:14:59
Im actually working on a Final Fantasy 7ish campaign and alot of this info will come in handy!