4e Fan Creations and House RulesWorking on variant powers? Statting up a PC race or your version of a monster? Creating or converting an adventure? Put it here!
ok, I picked up the ebberon players guide, and after reading the artificer i realized that a mad scientist or technologist was possible. the artificer says tat you carry esoteric items and materials and that even if you don't have what you need you can convert mundane items into what you need. well with some reflavoring and a power source change to the artificer and we get the Technologist. I have a couple of problems though, first being is what to call the new power source, also the artificer implements have to be changed to fit the theme.
I would also like a few more roles to fill the power source out, using the same idea of carrying technological items on you (and being able to macguyver replacements from the stuff around you). I unfortunately complete suck when it comes to rules and creating balanced classes/powers.
I have a few ideas to refluff some other things, like rituals and ritual caster. Not sure what to call the techno version of rituals but ritual caster will become Inventor. The game mechanic would be the same for both just the fluff on how its done and some of the names.
So no one is willing to give me a hand or even reply to say they have no idea? Well in case this thread got lost in the shuffle (mainly cause I was dumb and posted it on the 4th of July), here is more of my idea.
Technological Refinments:
Basically Technological Refinments are science's version of magical items. The game mechanic is the same just the fluff is different. I am just going to take magical items and refluff them as technological items but original ideas are very much welcom.
With a bit of luck, there'll be some stff in there you can use. Poach away .
I ended up going for the tech power source as martial - mainly because of the physical/real world training required.
I looked at it, it seems pretty cool, thanks for the ideas. I wonder, if I use a refluffed Artifcer as a technologist (leader) and a wizard as a Gadgeteer (controller), what do you think we should reskin for the striker and the defender to complete the tech grid
I'd say that the best option for striker would probably be Sorcerer (as explaining the warlocks pacts from a tech perspective would be annoying), and the Warden would probably be the best fit for defender (as the daily powers could quite easily be explained as using some form of powered exo-armor).
I'd say that the best option for striker would probably be Sorcerer (as explaining the warlocks pacts from a tech perspective would be annoying), and the Warden would probably be the best fit for defender (as the daily powers could quite easily be explained as using some form of powered exo-armor).
how would you reflavor Sorcerer though by way of tech? as for Warden, you go go with it being bio-tech instead of exoskeleton.
I like the idea of the bio-tech warden. If you where going for a sci-fi feel, that would be perfect, but it might not work well as steampunk fantasy-tech (unless the warden had found a way to bond with a number of symbiotic organisms).
Thinking about it, the barbarian could work quite well with sybiotic bio-tech, albeit of a more offensive/unstable nature.
A druid could also be explained away in a bio-tech fasion, but the change would be less dramatic, and more sci-fi than fantasy.
Shamans, in my opionion, would be harder to to as a bio-class, and easier to explain as a psychic or nanno-tech-based one.
Interestingly, the best fit for divine classes would probably be as futuristic psychics... Go figure! (or alternativley, it could be powers given to them by trans-dimensional beings/forces that nobody is sure exist. As far as we can tell, their powers seem to come from applying extreme modifications to the quantum probability matrix... Perhaps that end description is actually a better fit for what psionics is turning out to be..)
That's all high-tech sci-fi though (which is fine if that's what you're looking for)
For the Sorcerer re-theme, I'd simply draw on the traditional difference between sorcerers and wizards. While a gadgeteer gains their understanding through years of study and constant experiementation, the Tech-sorcerer is a Scientific Savant, intrinsically understanding the underlying forces of the universe, and mixing and maipulating them as an artist would turn clay or paint into an artwork.
A Scientific Savant caries feuls, chemicals and stored energies, and mixes them on the fly, coming up with strange and sometimes frightening results. Simply make two different builds: one for Dex-based, and one for Str-based Scientific Savants.
This is a very cool idea. I'd really like to see if simply refluffing, and changing powersources is enough to make 4e fantasy into a playable sf/fantasy rpg. Things like changing names of classes, powers, equipment and powersources, but keeping the mechanics, stats and numbers.
I suspect it might work, and possibly even work well as a casual sf rpg.
Unfortunatly i'm to lazy to do it myself.
But i'll by the 3rd party PDF
__________________ "hp evaluate the degree of script immunity of a character" - Ti-Bob
I'd be wary of arbitrarily reskinning martial characters as robotic. In a sci-fi game, I'd still like to be able to play a soldier or a scoundrel without having them arbitrarily turned into cyborgs.
I'd actually feel more comfortable making the paladin into a cybernetic character...
Edit: Cybernetics can also be expressed through magic items - especially if based off warforged components.
I like the idea of the bio-tech warden. If you where going for a sci-fi feel, that would be perfect, but it might not work well as steampunk fantasy-tech (unless the warden had found a way to bond with a number of symbiotic organisms).
I had two different ideas, one is a steampunk setting, another is D&D 2475 (which is more scifi ish with some steampunk elements. Like magic still exsisting)