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| #1clockworkrevengeMay 16, 2008 9:24:22 | Arcanum: Of Steamworks and Magic Obscura RPG videogame, and i was really hoping some one out here has played it, and would give some thought to creating a d20 campaign setting around it? I feel like d20 Past would be the base to start from if some one wanted to recreate its feel. |
| #2grimgrinMay 21, 2008 21:38:03 | That sounds like fun and not too difficult to convert to d20 Past. IMHO, the main themes of Arcanum are: * Character History: These are the benefits and drawbacks of the character before he or she became an adventurer. These should be easy to recreate from the "Character Generation Screen" of Arcanum * Technology Vs. Magic: Those skilled in technology are weak in magic and visa versa. This is one of the more complex game modifiers to recreate. Scientist and Sorcerer would in direct opposition with each other and may gain a special bonus to save versus each other's "FX Devices". Use Magic Item (CHA based) and Use Technological Device (INT based) may be class skills that different people rely on the use the devices created by either class. What are the exact magic classes and techno classes of the game? Occultist and Spiritualist would be dabblers in magic while the Mage, Acolyte, and Shaman would be dedicated magic users. Is "Techno-Mage" an available class? Does the "Techno-Mage" have special penalties for being part of both worlds? Maybe this class is plagued by both halves of society for its heretical beliefs. * Half-Ogres: All the other races are covered by races present in d20 Modern with minor modification, but Half-Ogres must be created. * Technology Trees: Understanding the creation of simple devices allows the PC to create more complex devices. This will be the most difficult thing to replicate. Maybe for attaining each 5 ranks in a specific craft skill the character gains access to a specialized design allows the character to create a unique design. * Spell Trees: Maybe certain spells are linked together and a magic user must master the weaker version to gain control of the stronger magics. For Example, the Sorcerer/Accolyte must know "Mage Hand" to cast "Feather Fall" to cast "Levitate" to cast "Telekinesis". String together spells will take some effort and may require the creation of new spells to fill in holes (one spell for each spell level 0 to 5). * Spiritual Affinity Score: Maybe each 10 skill point you purchase in a "technological" skills grants you a special +1 saving bonus versus arcane spells but a -1 penalty (Spell DC or Attack Rolls) on arcane spells or magical objects you attempt to use. The opposite would be true for "arcane" skills. |
| #3clockworkrevengeMay 21, 2008 22:44:50 | * Character History: These are the benefits and drawbacks of the character before he or she became an adventurer. These should be easy to recreate from the "Character Generation Screen" of Arcanum This can be acomplished through extra first level feats form a selected list, probably utilizing the already available backgrounds/historys d20 modern/past have to offer * Technology Vs. Magic: Those skilled in technology are weak in magic and visa versa. This is one of the more complex game modifiers to recreate. Scientist and Sorcerer would in direct opposition with each other and may gain a special bonus to save versus each other's "FX Devices". Use Magic Item (CHA based) and Use Technological Device (INT based) may be class skills that different people rely on the use the devices created by either class. So difficult i may ignore the actual penaltys for attacking a mage with technology, vice versa, and just settle that magic and technology dont mix. What are the exact magic classes and techno classes of the game? Occultist and Spiritualist would be dabblers in magic while the Mage, Acolyte, and Shaman would be dedicated magic users Im going to use the generic classes from Dungeons and Dragons Unearthed Arcana to allow for the most flexibility in class creation as possible w/o going to an actual classless system Is "Techno-Mage" an available class? Does the "Techno-Mage" have special penalties for being part of both worlds? Maybe this class is plagued by both halves of society for its heretical beliefs. Might make it an extremely difficult PrC to get into. * Half-Ogres: All the other races are covered by races present in d20 Modern with minor modification, but Half-Ogres must be created. Good point, ill have to work on that. * Technology Trees: Understanding the creation of simple devices allows the PC to create more complex devices. This will be the most difficult thing to replicate. Maybe for attaining each 5 ranks in a specific craft skill the character gains access to a specialized design allows the character to create a unique design. Im completely avoiding a structured technology tree and adopting/altering the d20 Past Scientist advanced class. * Spell Trees: Maybe certain spells are linked together and a magic user must master the weaker version to gain control of the stronger magics. For Example, the Sorcerer/Accolyte must know "Mage Hand" to cast "Feather Fall" to cast "Levitate" to cast "Telekinesis". String together spells will take some effort and may require the creation of new spells to fill in holes (one spell for each spell level 0 to 5). Not altering magic at all, and using dungeons and dragons magic, not d20 past... as a matter of fact the only use d20 past has been was to provide the scientist PrC and stats for guns. It took people so long to post on this thread im actually almost done with the campaign settings rules. Once i get everything pounded out completely ill post the rules. |