Steampunk D&D!

Post/Author/DateTimePost
#1

KuiperDragon

Jul 15, 2014 5:12:03

Some of my group have expressed an interest in a different flavor of D&D. I ran a steampunk-themed setting back in the initial days of 3.0, and those players who participated in it are asking if I plan on re-skinning that setting for 5e.

 

Only thing I'm missing so far is mechanics for firearms and the steampunk cybernetic stuff. I'm not yet sure how I want to implement them with 5e.

 

A lot of the cybernetic stuff dealt with acquiring feats in the original campaign (and the only PC who ever took advantage of them was the Wizard character, who lost his hand to some Beholder-chomping).

 

I thought I'd skim some nets in these waters and see if anyone's got some interesting ideas, while we're waiting on the PHB and DMG.

 

The campaign is being built here, if anyone has a care to look.

#2

masterfat78

Jul 15, 2014 5:27:45

I think ebberon is a good starting base for you.

#3

KuiperDragon

Jul 15, 2014 5:43:32

masterfat78 wrote:
#4

knightserpent

Jul 15, 2014 6:10:48

Dragonshard wands with pistol grips and interchangable dragonshards for magical bullet effects.  Standard force missile (that can miss), fire, ice, lightning damage, etc, etc, etc.

Staves do more damage for being rifles. See, easy.

#5

KuiperDragon

Jul 15, 2014 6:29:49

knightserpent wrote:
#6

demon_idol

Jul 15, 2014 6:32:32

Man you have a cool campaign webpage.

 

I think it can totally work, but you will have to write up a lot of the material yourself. I think that this version of D&D is going to be very easy to write up material for, as things are very streamlined.

 

I would have cybernetics work just like magic items. I think it would be cool if they were techno-magical devices drew on  the character's life energy. Some number of permenant hit points when attached (usually 1), plus temporary damage + temporary reduction in max hit points when used for an extraordinary feat.

 

Another idea would be to have also cybernetics slowly strip away the users will power and humanity. Each cybernetic device imposes a penalty on will saves and charisma checks (typically -1 or -2 for some of the more gnarly mods).

 

Then the devices would provide a normal benefit (like darkvision for an eye), and have an extraordinary effect that would kick in when hit points were paid (like blindsight for 1 minute with an eye).

 

If you want some great inspirational reading, check out China Mieville's Bas Lag novels (Perdido Street Station, et. al.)

(Reply to #5)

ChrisTheS

KuiperDragon wrote:
#8

Thomson

Jul 15, 2014 8:09:38

My take:

 

1.) Introduce a new derived stat: Dodge

Dodge is equal to 10 + your dex bonus if you wear light armor, 10 + your dex bonus halved if you wear medium armor or 10 if you wear heavy armor
    
2.) New properties:
Bullet: Your ranged attack is resolved vs the targets Doge rather than its AC, if the target does not wear an armor with the bulletproof property
Shot: The weapon deals an additional 1d10 damage at short range, and you don't get disadvantage on long range attacks.
Magazine (x): You can only fire x times with this weapon. You can fire the weapon again after you reloaded it during a short or long rest.

3.) New armor property:
Bulletproof: Bullet weapons have to resolve their attacks vs your AC instead of your Dodge.

4.) New weapons:
Simple Ranged Weapons
Name    Cost    Damage    Weight    Properties

Black Powder Revolver    150 gp    2d4 piercing    2 lb.    Ammunition (range 20/80), Bullet, Magazine (6)
Double Barrel Musket    1500 gp    2d8 piercing    11 lb.    Ammunition (range 100/400), Bullet, Magazine (2)
Double Barrel Shotgun    1350 gp    1d10 piercing    9 lb.    Ammunition (range 60/320), Shot, Magazine (2)
Flintlock Pistol    200 gp    2d6 piercing    3 lb.    Ammunition (range 40/160), Bullet, Magazine (1)
Musket    1000 gp    2d8 piercing    9 lb.    Ammunition (range 100/400), Bullet, Magazine (1)
Shotgun    900 gp    1d10 piercing    7 lb.    Ammunition (range 60/320), Shot, Magazine (1)

#9

souldoubt

Jul 15, 2014 8:15:53

Thomson wrote:
#10

GhostStepper

Jul 15, 2014 8:28:19

DMG is supposed to have firearms in it, if you can wait.

#11

KuiperDragon

Jul 15, 2014 8:30:41

GhostStepper wrote:
#12

ChrisTheS

Jul 15, 2014 8:43:21

Agreed, it should be assumed that armor technology keeps up with firearm technology, as it did in the real world up to the point that nations decided that armor cost more than soldiers did.  Nor is there any need to give them superior damage, since a bullet isn't really any more damaging than a barbed arrow.  The real advantage of firearms over other weapons should be that they require less training to use effectively (not necessarily 'well', but 'effectively').

 

If you wanted to be more realistic, you could have guns count as both simple and martial weapons, but if used as simple weapons they have half the range.  But since most encounters take place at really short range anyway, this is more complicated than it needs to be except in corner cases.

#13

Luis_Carlos

Jul 15, 2014 8:45:46

I would like very much a module about steampunk tech, but we must wonder about the steam engines.

 

How much fuel or coal do the machines need?

 

What if the players want teslapunk technology now?

 

how would be the industrial revolution in a fantasy world where magic is real? Could the wizards to create arcanepunk electric motors.

 

What if testapunk (war) wagons are used by petitioners from plane of mechalus to fight againts the formian invasion? 

 

 

 

 

#14

GhostStepper

Jul 15, 2014 8:52:45

Luis_Carlos wrote:
#15

Thomson

Jul 15, 2014 8:54:07

souldoubt wrote:
#16

GhostStepper

Jul 15, 2014 9:02:30

Thomson wrote:
#17

ChrisTheS

Jul 15, 2014 9:11:37

You have steampunk characters wearing plate in Iron Kingdoms, and it doesn't hurt the flavor at all.  A steampunk setting is not going to use 'medieval' armor, it's going to use armor that takes the penetrating power of firearms into account (which, historically, armor did up until about the 17th century).

(Reply to #17)

Thomson

ChrisTheS wrote:
#19

souldoubt

Jul 15, 2014 9:20:02

Thomson wrote:
(Reply to #18)

ChrisTheS

Thomson wrote:
#21

RustedKitsune

Jul 15, 2014 9:38:03

Thomson wrote:
#22

Luis_Carlos

Jul 15, 2014 9:49:12

In a fantasy world maybe the deities knows the secret to create armours with graphene or silicene. A god of war would "bless" fighters with a almost inmunity to bullets because he thinks the firearms are too dishonorable for true warriors.

 

If the war wagons or laagers can move themself, it would be the end of the cavalry. 

 

* What if biopunk technlogy were used to create living crossbows what reload themself? Biopunk is when living beings works like machines.... like the tryranides from warhammer 40.000 or the Yuuzhan Vong from Star Wars. Some D&D necromancers would be able to try it.

 

* If there is a module about steampunk technology, I would wish a goblin subrace like the ones from warcraft. I like the idea of steampunk goblins like antagonist of the tinker gnomes.

 

 

(Reply to #20)

Thomson

ChrisTheS wrote:
#24

Thomson

Jul 15, 2014 10:21:44

RustedKitsune wrote:
#25

RustedKitsune

Jul 15, 2014 10:32:17

Thomson wrote:
#26

GhostStepper

Jul 15, 2014 10:36:55

RustedKitsune wrote:
#27

EnglishLanguage

Jul 15, 2014 10:42:08

Pathfinder has firearms you could convert over, though if you do that I'd reccomend cutting out the Misfire stuff, since it's just basically there to punish you for rolling a 1.

#28

Thomson

Jul 15, 2014 11:03:58

EnglishLanguage wrote:
#29

KuiperDragon

Jul 15, 2014 11:53:08

I really appreciate all the input so far folks you've given me some great food for thought. By all means keep going!

 

i won't have much time to really respond to anything until after work, but I guarantee I'll be in with some thoughts  and more thanks later this evening

(Reply to #5)

knightserpent

KuiperDragon wrote:
#31

MechaPilot

Jul 15, 2014 12:28:19

KuiperDragon wrote:
#42

ChrisCarlson

Jul 16, 2014 6:58:02

Thomson wrote:
#43

Webster

Jul 16, 2014 19:13:47

Eberron is great for a steampunk theme, but I'd also suggest Planescape. Modrons certainly have the cogs...