| Post/Author/DateTime | Post |
|---|---|
| #1RainsDec 25, 2014 23:20:33 | The latter is my favorite genre after classical/iconic medieval fantasy. Rogue and Fighter are, obviously exceptionally suited to modern/steampunk campaigns but others are not. |
| #2Chiisai_UsagiDec 25, 2014 23:52:31 | Thinking back to the actual D20 Modern, wouldn't you be better served modelling the Strong, Quick, and Smart heroes and then adding the Technology/Steampunk via a skill or perhaps background as a replacement for the F/X powers? I guess in one way it's kind-of the same thing, but the chief difference is that this leaves Artifice as more akin to magic items (sans attunement) so that they can be employed by any of the heroes, and then the Technologist-making skill as something that, while most suited to the Smart hero, can be picked up by anyone willing to spend character resources on it? |
| #3Brock_LandersDec 26, 2014 0:16:48 | The Clockwork Mage/Mechanician is something I could see building off of the animate objects spell, but using vessels (able to cast spells on your behalf). |
| #4RainsDec 26, 2014 0:54:14 |
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| (Reply to #2)Rains |
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| #6LuisCarlos17fDec 26, 2014 22:27:33 | Machines or clockpunk magic items? The true machies ought to be cheaper than true magic item.
Machines need fule, batteries need to be recharged. How do you get that energy? Maybe petroil and coal was spent and the mining is still primitive for deeper zones. To use magic to recharge teslapunk batteries? How much would it cost, too expensive or maybe too cheap to not be used by the rest of society?
What if little teslapunk eletric motors are used for crossbows what reload themself? |
| #7JenksDec 26, 2014 22:52:30 | Play the Magipunk style, a la Final Fantasy or Ebberon to a degree. Magic and steampunk don't have to be mutually exclusive. As for divine casters? There's all sorts of that Wild West style "Roaming preacher" archetype. It can be done |