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  #16  
Old Mar 14th, 2013, 10:23 AM
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Beyond the flavor aspect, I really don't see the purpose of a dedicated system of rules for magi-tech. What you seem to be aiming for is an alternate method of crafting magic items, only more complicated and with the hassle of maintenance. Why use an "engine" to power the abilities of a weapon, suit of armor, etc. when you can enchant the thing up front, and your only ongoing restrictions are in uses per day, if that?

The potential of technology is already inherent in the technology - it should benefit from the addition of magic, not be (in most of the cases you describe) worthless without it. Guns are an obvious example. There's nothing magical about them, but they bypass armor, and can be enchanted with all the same nasty things you could put on a bow. The rebreather you outlined is a good model for what I think a typical "steamworks" item should look like. It works off basic scientific principles, doesn't require magic or a dedicated engine to function, but provides a benefit that is both easy and obvious to enhance with magic.

Of course, I'm talking specifically about personal items here. Ships, cities, eldritch machines...those are in a category all their own. A steamworks setting should have steam engines, and perhaps supernatural variants of them, but engines are big. I really don't see the appeal in miniaturizing them and sticking them on bows and replacement limbs. For smaller devices that would logically require a source of power to function, I think a battery or its magical equivalent should be sufficient.
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Old Mar 21st, 2013, 04:48 PM
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That is one of the reasons why this is taking so long for me to figure out. I do NOT want just another method for magic items, I want something different.

Rudimentary batteries are one of the things I am considering, accumulators. They would be recharged by the engines when needed.

Engines - I am looking at different types with, but all based on the principles of steam engines. There would be smaller engines, but to get smaller than Small you would need one of the special variants to be able to get enough pressure to be worth while.

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Old Apr 13th, 2013, 10:23 PM
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Alright, while I finish up with the overall mechanics I do have one thing I need additional opinions on...basic usage with coal. The times below are based on a few bits of research, then adjusted for ease of calculation. The base calculation I used was taken from the amount of coal used in a forge 1-1.5 ft cube at 1200 to 1500 degrees. This would be the approximate size of the fire for a small engine, where the rest (boiler, etc) takes us the rest of the size. The size is the actual size of the engine (Small = ~3 ft per side), burning at "high" temperatures.

Keep in mind that while we want to keep this realistic, we want to maintain a general ease of use. Also, not the efficiency of modern engines.

One of the engines I read about superheated the steam to 900 degrees F for 1700 psi. I think we should base our guesses off of that figure.

50 lbs coal (moderate) = 10 hrs small engine
50 lbs coal (high) = 20 hrs small engine
200 lbs coal (moderate) = 10 hrs med engine
800 lbs coal = 10 hrs large engine
3200 lbs coal = 10 hrs huge engine

For medium, large and huge engines I merely multiplied the previous by 4 as is done for area. I do not think this is an accurate representation...other ideas?f
Ideas as measure in lbs per 10 hrs.
1. Multiply previous by 4 (50 -> 200 -> 800 -> 3200)
2. Multiply previous by itself (50 -> 2500 -> 6,250,000 -> 39,062,500,000,000)
3. Multiple previous by itself div 10 (50 -> 250 -> 6250 -> 3,906,250)

As I see it; 1 is too low at higher sizes, 2 scales way too fast, 3 scales but less fast than 2.

My searches have not been able to get me a clear answer, but can anyone else find the following (or something similar).
How much coal was used at what temperature to run a train for how long and how much weight was it pulling?
Qty of Coal
Temperature of Fire
Length of Time Ran
Total Weight Pulled

If time-period is a factor, I would say use the efficiency of train around 1900.

-me
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Old Apr 16th, 2013, 05:52 PM
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Ok, discussed the base with one of my gaming groups. It looks like the best estimate that allows ease of use for coal usage is as follows:

Small Engine: 5 lbs/hr normal run
Medium Engine: 25 lbs/hr normal run
Large Engine: 125 lbs/hr normal run
Huge Engine: 15625 lbs/hr normal run

Coal/hr = coal/hr of previous size engine squared.

This is the actual size of the engine, not the size of the device it is powering.
I am currently leaning toward the engine being able to run a device two size ratings higher, or four devices one size larger, etc.

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Old Aug 6th, 2014, 06:56 PM
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I think I will make an additional option on top of this stuff. It will be similar to the Artificier from Eberron, where it is something of a magic engineer.

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Old Aug 18th, 2014, 03:35 PM
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A satyr rises in the morning, and hangs the coffee mug on his horns, so that he won't lose it.
The coffee is done, but the mug isn't in its usual spot. Where did it go? He forgot.

Last edited by Fragmaster01; Aug 31st, 2014 at 03:07 PM.
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Old Aug 18th, 2014, 10:45 PM
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I have a few fixy thoughts, though nothing overarching.
  • UMD - Some sort of limitation on what UMD can dole out. Not an artificer fix per se, but something to limit its grandeur. Perhaps make it so UMD can't actually use high level spell-activation items unless it's on your list.
  • Reflex as a good save? Yes/No? DONE
  • Spell Failure? DONE
  • Imbue Item and Schema Swap need to be replaced with happier abilities. EIP and Steady Crafting are fine. (Needs replacement abilities)
  • Schema Swapping Costs DONE
  • Toy Limits DONE
  • Schema Progression DONE, (Needs new level 16 ability)
  • Do we want Spells Known? Or should they have it be wizardly? There's flavor merits for both.
  • Spell Items for Others(-4) DONE

General thingy fixes:
  • Duct Tape should not be able to penetrate item hardness better. It's an anti-sunder ability. Wording ideas? DONE, but awkward.
  • A buff enhanced with Perpetual Enough Motion can't be recast as long as it's still in effect. Yes, your Mage Armor lasts all day, but no, you can't feed it to the whole party. DONE
  • Boost and Metamagic: You can only use one at a time. Needs some wording to say that you need enough caster level to use the Metamagic ones(so MM on a level 1 charge requires caster level 3, and so forth). Needs more Metamagic/Boost Quirks in general.
  • SCIENCE, not Magic - Should it only apply when YOU use the item?
  • Empower should not strictly count as a MM quirk, since it should be allowed to be combined with the other ones. Empower removed, as now spells run on MP augmenting ala psionics, and so Empowering is built into the casting system.
  • Put This On is iffy, mainly the UMD bonus. Spending a quirk for the Toy Proficiency seems weak by itself, though. Thoughts?

Things to add:
  • Alchemical Power Items, those rarely used things in the SRD. Needs things that are consumed(special ammo, what have you) and things that are added to the item but not expended(basically a GP cost).
  • Needs a refining of the spell list, and adding of spells that are more SCIENCEy. (See below)
  • Rules on what constitutes a Spell Item, as mentioned in OOC. Needs to be reasonably large and thematically appropriate. No putting Death Rays on a feather.
  • Rules for Shield based Artificer Toys. Schema for upgrading Armor into bulkier and heavier forms, with some sort of drawback.
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EDIT: My brain is fight. Awkward MRIs don't help. Expect delays.
A satyr rises in the morning, and hangs the coffee mug on his horns, so that he won't lose it.
The coffee is done, but the mug isn't in its usual spot. Where did it go? He forgot.

Last edited by Fragmaster01; Aug 25th, 2014 at 01:50 PM.
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  #23  
Old Aug 24th, 2014, 12:20 AM
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If I use a notation like 1d6/MP(-2), that means that the spell scales at 1d6 per MP, but starts 2d6 lower than it would normally. A third level spell would start at 3d6 for 5MP, 4d6 for 6, and so forth.
SpellLevelTypeDescrip
***LEVEL 0
Blueprints0ConjurationWhen crafting something(magical or mundane), this cantrip doctors up useful blueprints for others to follow, granting them +1 on the craft check. Legal processing not included.
Laser Pointer0ConjurationLook, over there! Go get it!
Dramatic Lightning0EvocationAs an immediate action, causes lightning to flash behind you when being dramatic. A staple for mad scientists.
Jacob's Ladder0EvocationYou make a little rising electrical arc machine, which makes you feel like a real mad scientist. 1 LIT damage if you touch it.
Bigger on the Inside0TransmutationEnchanted pockets/bags gain +.5 cubic feet of carrying space.
Comfort0TransmutationMakes the target equipment very warm, cozy, and seemingly lightweight.
HUD0TransmutationEnchants gear to have info readouts: ammo count, range to target, etc.
Recolor0TransmutationChanges the color of a light source.
***LEVEL 1
Defense Turret1ConjurationMakes a little steampunk turret, that pops little bullets at people. Aww. Stats increase with MP spent.
Light Bridge1ConjurationMakes a glowing spectral bridge to walk across, of length up to 10 + 10/MP feet. Don't be on it when the duration ends.
SRM Volley1ConjurationFires little mini rockets(ranged touch) dealing 1d6 damage to each target, extra missile per 2 extra MP. You can split up the missiles amongst multiple targets, they must all be within 30 feet of you. Half FIR, half BLG damage.
Summon Toolkit1ConjurationYou get a wrench! And you get a wrench! Everybody gets a wrench!
Robot Friend1EnchantmentAs Charm Person, but for constructs and automated systems.
Discharge1EvocationDeals 1d6/MP LIT damage to a random enemy target within 15 feet.
Grenade!1EvocationDeals 1d6/2MP FIR damage to the target square(Ref Half), 1 damage to adjacent squares(Ref Negates, or Evasion Negates).
Pesticide1NecromancyDeals 1 damage to all Insect related creatures in the area. This is usually enough.
Hyper Crossbow1TransmutationEnchanted ranged weapon gains +1 damage, +50% range, but makes a horrible racket when fired.
Inertial Barrier1TransmutationDesignate an area to hinder movement in one direction.
Lawnmower1TransmutationNeatly trim overgrown vegetation and druidic plant nonsense. Counters Entangle.
Mending, Light1TransmutationAs Cure Light Wounds, but repairs constructs and objects.
Rocket Boots1TransmutationGain +10 to speed. Alternatively, waive your speed bonus for 1 round to deal FIR damage with your unarmed strikes.
Speakerphone1TransmutationMakes sound in an area or from a target much louder, projecting it over distance.
Wizard Hand1TransmutationAs Mage Hand, except 5 lbs/MP and can grab whatever object you please(one at a time) with a duration of 1 minute/level.
***LEVEL 2
Ruinproofing2AbjurationObject gains ACD/SON resistance 10+1/MP, or a creature gains half that much.
Insulation2AbjurationObject gains FIR/LIT resistance 10+1/MP, or a creature gains half that much.
Force Shield2AbjurationGives yourself a 3/MP temporary HP shield for 1 minute/MP.
Force Field2AbjurationForce Field
Goggles Do Something2AbjurationCast on Goggles or other eyewear. You are immune to Blind/Dazzled/Etc for 1 hour/MP, but take -2 to Perception. Effect only lasts as long as the goggles are equipped.
Ethermine2EvocationMarks target square; anyone entering the square within 1 minute takes 1d6/MP FIR or LIT damage. The damage type is chosen when the spell is learned.
Greased Lightning2EvocationAs the Grease spell, except targets who step on it also take 1d6/2MP LIT damage.
Fortify2TransmutationImprove the HP/AC/Saves of a target structure/wall.
Laser Sword2TransmutationEnchants weapon to ignore hardness, give off light. Wummmm.
Mending, Moderate2TransmutationAs Cure Moderate Wounds, but repairs constructs and objects.
***LEVEL 3
Acropolis3ConjurationShoots up a spike of earth under the target, dealing 4d6 PRC damage +1d6/2 Extra MP, with a chance to knock prone. Blocks the target square.
Jet Engine3ConjurationEnchanted vehicle gains a hefty increase to speed, at the expense of being able to stop in any decent timeframe. Speed increase depends on vehicle size and MP spent.
LRM Volley3ConjurationAs SRM Volley(one target only), but the range increases to Long(400+40/MP).
SRM Volley, Focused3ConjurationAs SRM volley, except it only targets one enemy, and fires one missile per MP.
Summon Siege Weapon3ConjurationInstant trebuchet. Pull!
Ethermine, Messy3EvocationAs Ethermine, except -1d6 to the primary target damage, and spreads 3d6 damage of its element over the surrounding area(15ft radius, +5 feet per extra 2MP).
Ethermine, Stealth3EvocationAs Ethermine, except -1d6 to the damage, and only you know which square is marked.
Horrid Corrosion3EvocationDeals 1d6/MP(-1) ACD damage in a 15ft radius.
On Ice3EvocationTarget takes 1d6/MP ICE damage, possibly taking a speed penalty.
Poor Insulation3EvocationTargets touching a given surface within 60 feet of your target take 1d6/MP LIT damage. Hazardous when cast underwater.
Cryo Storage3TransmutationTarget willing creature not of the [Fire] subtype is put into stasis, effectively stopping all ongoing effects on them at the cost of being unable to take action. The duration of ongoing effects does not decrease while frozen.
Flying Caboose3TransmutationEnchanted vehicle can fly. Requires repeated applications for larger vehicles.
Gatling Gun3TransmutationCauses a firearm to unleash its ammunition rapidly, increasing damage and spread, but vastly lowering accuracy.
Gravity Field3TransmutationTargets in area have their carrying weight doubled, which may encumber them, and penalizes Acrobatics. Weight penalty increases with additional MP.
Gravity Field, Anti3TransmutationTargets in area have their carrying weight halved, and improves Acrobatics. Weight reduction gets better with additional MP.
Mending, Serious3TransmutationAs Cure Serious Wounds, but repairs constructs and objects.
***LEVEL 4-6
Anti-Ragnarok4AbjurationItem becomes immune to minor damage
Fire Support4ConjurationAutomatically fires two SRM missiles(2d6 ranged touch, 1/2 FIR 1/2 BLG) against a target of your melee/ranged weapon attacks each round. Only one missile burst per round, regardless of how many attacks you make.
Set Up Us the Bomb4EvocationTarget explodes for FIR damage after 2 rounds, during which they are painfully aware of their imminent doom. Can spend additional MP to undo the effect.
It Lives!4NecromancyTarget dead thing is ressurected, gaining Construct traits.
Augmentation4TransmutationReplace a body part with a mechanical one.
Directional Gravity4TransmutationEnchanted room/hallway has its gravity point a different direction.
I'm Melting!4TransmutationTarget takes ACD damage, and can must Fort Save or melt if brought below half HP by this spell.
Item Hack4TransmutationYou activate a target's magic item(or turn it off) without their permission.
Master Hand4TransmutationAs Wizard Hand, except it lasts for 1 hour/MP.
Mending, Critical4TransmutationAs Cure Critical Wounds, but repairs constructs and objects.
***LEVEL 5-6
Declaration of Invincibility5AbjurationGain a large morale bonus to AC and saves, in exchange for weakening your artificer spells. Evil Laughter optional.
System Scan5DivinationDetect all electronic/artificer systems attached to a given set of machinery/electronics.
Cannot Protect You5TransmutationTarget's gear falls off; the more MP, the more items targeted.
Luddite Field5TransmutationHinders or prevents the use of machinery, constructs, guns, and artificer magic in the area.
Death Ray6ConjurationSpend 1 round setting up a DEATH RAY, to blast your enemies with FIR/LIT damage. May potentially draw aggro of everyone around you.
Robot Minion6EnchantmentAs Dominate Person, but for constructs and automated systems.
Orbital Strike6EvocationCall down the thunder! 1d6/MP LIT/SON damage, Reflex Halves, ignores cover.
Liquidate6TransmutationAs Flesh to Stone, except the target melts. Creatures immune to Acid damage are immune to this spell.
Recorporate6TransmutationUndoes the effects of spells like Flesh to Stone and Liquidate.

Give suggestions! SCIENCE!
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EDIT: My brain is fight. Awkward MRIs don't help. Expect delays.
A satyr rises in the morning, and hangs the coffee mug on his horns, so that he won't lose it.
The coffee is done, but the mug isn't in its usual spot. Where did it go? He forgot.

Last edited by Fragmaster01; Aug 31st, 2014 at 06:11 AM.
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  #24  
Old Aug 25th, 2014, 05:06 PM
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Few suggestions, but first what are MP and where are they used?

-me
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Old Aug 25th, 2014, 05:19 PM
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There's an MP/Level column in the class table above(it's in the spoiler button, for size). It works like Psion PP, of which a refresher is:
  • You have MP, and you spend it on spells. Rather than Spell Slots like most mages, your spells scale off of MP rather than caster level. Caster level is instead a cap on how much MP you can spend in a round. Where a Sorcerer's Fireball might deal 1d6 damage per level, yours deals 1d6 per MP.
  • Because of this, you can naturally empower your spells. Every 2MP you spend beyond the original cost ups the spell's effective level and thus its DC.
  • Some spells also have augments, where you spend MP that doesn't count towards the usual scaling of the spell to provide additional benefit. Say, you have a Cure Light Wounds spell, and it comes with a thing saying you can spend +8MP to make it Cure Light Wounds Mass. That sort of thing.
  • MP scales with casting stat, just as spells/day do. You gain 1/2 your Casting Stat times your level in MP, or 10MP per +1 at level 20 if you will. Rounds down.
  • If using a Paizo spell, you swap in MP for caster level for anything in the Effect area in terms of scaling, while things like Range and Area scale with level like normal. I think that's right, Psionics people correct me if I'm wrong.
For the Artificer, as mentioned, the MP is used to 'reload' your spell items. They start the day with no charge, and thus can't be used. A given spell item can have a number of MP on it equal to your caster level, like a Psion's MP limit. However, it can be distributed among however many spells, so if your item has 11 1MP charges of Mend Light Wounds, then as long as you have Caster Level 11, you can do that. More likely however, you'll have items that have a 6th level spell that actually costs 11 MP, and eat up the whole item.

Thus, an Artificer is limited in space(what items he currently has out) as well as preparation(what he has in his bag). She's much friendlier when you're out of combat and have time to pick and choose what you want to have on you. Quick Draw is kind of a Most Important Feat for them, for that sort of reason.
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EDIT: My brain is fight. Awkward MRIs don't help. Expect delays.
A satyr rises in the morning, and hangs the coffee mug on his horns, so that he won't lose it.
The coffee is done, but the mug isn't in its usual spot. Where did it go? He forgot.

Last edited by Fragmaster01; Aug 25th, 2014 at 05:21 PM.
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Old Aug 25th, 2014, 07:11 PM
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As mentioned, a lot of cherry picking, but salvageable. But first, the name is a misnomer...I think Technomancer is closer.

Skills:
There are several skills on the list that don't make any sense (Bluff, Stealth). I suggest the following list.
Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (any) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Use Magic Device (Cha).

Also, as pointed out, Int based classes rarely have that many skill points. I would suggest 2+Int like all of the others.

I think the rest can be fixed by making "Spell Item" an option as an artificier's toy rather than a special ability.
Otherwise, this is a Psionic Magus Bladebound that isn't limited to a slashing weapon...PLUS rogue talents PLUS additional upgrades.

There would be some adjustments needed for specifics too.

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Old Aug 25th, 2014, 08:14 PM
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I went with Artificer because it's what the boring 3.5 class was. Consistency. Technomancer works though.

Alchemists have 4+INT as an INT class, and they're the closest analogue. Ah, I see I hadn't changed it to 4 in the writeup. Your class skill list setup is fine, I'll change that in later.

Keep in mind the Bladebound Magus gets Arcana and side abilities too! They each have their toy, their 6level casting, their every 3 level class ability, and their side ability. The magus is more focused on killing people, while the Artificer is more focused on Utility, but they still have the same level of loadout. The Magus Blackblade only goes up to +5, but that's semi-weak compared to what people get with normal equipment, so I dunno there.


I think that we've got the generals covered in the list above(as mentioned in OOC, UMD is the sticking point), so I think at this point we need:
  • Empty Level Abilities for levels 7/16/19. They shouldn't be strong or game changing, but rather quality of life stuff, like what we have for Evoked Item Prowess and Steady Science.
  • What should the primary spells known type of the class be? Wizardly, where they carry around a science notebook but have less MP? Or Sorcerous, where they know their own unique discoveries that they put into practice? I'm thinking one is the Main style, and other comes in as an archetype.
  • Filling out the Paizo spell list, so as to make more clear what they do(and more importantly, do Not) have access to.
  • Clear UMD houserules, so as to avoid the scroll katamari throwing Time Stop down people's necks when it's not something they should be able to have. Perhaps limits on the maximum level of the spell used if it's not on your list?
  • Rules on Spell Items. What's a good definition for something that can be filled with SCIENCE? Presumably anything that takes an equipment slot, but perhaps also little mines, boxes of oddities, and so forth. Should a 2-handed item be able to have 2 sets of MP charges(like a staff or such)? I'd say that a Wand is too small for a Spell Item(it's a crafted expendable), but a Rod covered in little wires and glowy bits would be perfect for some sort of lightning nonsense. For the record, I generally say rods are 1d4 X2 BLG, in the sense of "Well, if you Really have to hit someone with them, but that's not the point."
  • The Shield Artificer Toy type, and schema thereof.
  • More Unique spells. SCIENCE.

Apart from those, suggestions and critiques of specific things in the class and lists are good. I've talked with Caput on the spell list and such, but more input is always better.
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EDIT: My brain is fight. Awkward MRIs don't help. Expect delays.
A satyr rises in the morning, and hangs the coffee mug on his horns, so that he won't lose it.
The coffee is done, but the mug isn't in its usual spot. Where did it go? He forgot.

Last edited by Fragmaster01; Aug 25th, 2014 at 08:24 PM.
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  #28  
Old Aug 26th, 2014, 11:39 PM
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2nd and 3rd level Paizo spells added to the list in the spoiler button above. I'm thinking they should get a flamethrower sort of spell rather than fireball(upgraded burning hands, with extra range and fwoosh). Random thoughts!
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Last edited by Fragmaster01; Aug 26th, 2014 at 11:40 PM.
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  #29  
Old Aug 27th, 2014, 01:31 PM
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This class has a very strong spellcaster feel to it, so the 'it's not magic' is a stretch unless the user has a in game psychosis.

Skills 4+Int is fine.

Empty levels are fine as long as they are increasing BAB or Saves. Plenty of classes have them.

UMD is find, no house rules really needed. There has to BE a Time Stop calimari before it can be used...and that is the GMs fault.

Magus does have Arcana, but they are not as good as the Quirks...or more accurately most add additional possibilities, not direct buffs to the weapons.
And lower the weapon to the power of the Magus'.

The Artificer you created is at least as martial as the magus, his main abilities are combat focused.

The spell list has some things that would need to be changed; you have regeneration as a 4th level spell, as well as an improved 'reverse gravity'.

And anything resembling psionics...no.
In practice, psionics are vastly overpowered. This is in-game experience as player and DM using both the 3.0 system and the patchfinder system. Way. Too. Powerful.
This is "make the game less fun for everyone else" powerful, so no.

-me
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Old Aug 27th, 2014, 04:03 PM
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I'd need to check out the Magus Arcana again. I can lower it to +5. DONE. Levels 9 and 12 are now properly Dead Levels, though, as they don't have anything like increasing maximum spell level on those levels.

The reverse gravity one is meant as a long-term enchantment, whereas the high level arcane version is "I'm gonna throw you into space". Artificer's is for making funky rooms, not killing people. It could be worded better.

Augmentation can be moved around, but it wasn't meant to be some super healing spell. More of a player going "I want laser eyes!" and having a ritual to do that.
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Originally Posted by Caput
My opinion on that is that I am mostly with the people who say it's not overpowered. Mostly the effects are the same as spells or slightly weaker, and the flexibility of PP is paid for in low numbers of powers known. However, there are caveats.

There is a stereotype that people get the rules wrong and do not know that you're limited to a certain number of PP spent in one go. If you miss that rule, the game breaks. Even with that rule, psionic characters are better at going nova than conventional spellcasters, though they are not better overall over the course of a typical day. That means they are at their strongest when it seems most unfair, and that if your party only faces one or two encounters every day that will benefit psionic classes more than others.

Also, if you want more ammo, the main reason psionics is known for power is the broken builds, but there are broken builds everywhere. Once you filter out the wall-hopping psywar and the spell-to-power erudite, it all looks much more reasonable.
(I poke Caput because he's far better at breaking things than I am. Also better at researching on the internet for how Other people have broken things).

The main reason I do MP here is because of how the spell items work. An items/day setup vastly favors items with bazillions of level 1 charges, because they'll scale up to 5d6 or whatever with just the 1 charge. With MP, you have to spend 5 MP(or a 3rd level spell) to get that 5d6. In this case, it's actually a limiting factor, in that if you want spells to scale, you have to spend more than you normally would.

What specifically do you have against it? You say 'it's bad', but don't offer examples. Gimme gimme lookit.
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EDIT: My brain is fight. Awkward MRIs don't help. Expect delays.
A satyr rises in the morning, and hangs the coffee mug on his horns, so that he won't lose it.
The coffee is done, but the mug isn't in its usual spot. Where did it go? He forgot.

Last edited by Fragmaster01; Aug 27th, 2014 at 07:48 PM.
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