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DiasExMachina 4ED Update
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<blockquote data-quote="Dias Ex Machina" data-source="post: 4413190" data-attributes="member: 58907"><p>Talking with someone on painkillers on ideas for the new DEM logo was an interesting experience which included such progressive ideas as presenting it as kanji writing, including a picture of god zotting a player with lightning bolts, or just a god-sized fist coming from one side and roflstomping a fighter's face like Neo to Agent Smith at the end of Revolutions.</p><p></p><p>I am not one to talk. Two days ago, I thought up a Laudenian martial class called the Keeper of Stones. It had such progressive ideas as making your weapon bigger and making it set on fire... Yeah I know, I deleted it and judged my paragon path making days done for now. I moved onto Equipment.</p><p></p><p>...Which is proving easier than I thought. Echan weapons are already done and techans are about 75% complete. The way it works is that weapons are built around magic items but not presented as such. If you remember tech levels from the 3.5 game, they are back. Only this time, instead of just determining rarity and disruption chance, they also denote a weapon's enhancement bonus to hit and damage. It might not make sense on the surface until you understand that a plasma pistol and an autoloader do the same damage. But an autoloader is a TL0 weapon and the plasma pistol is TL6, so right there, the plasma weapon does +6 damage. In addition, to supplement the Weapon Properties section of the 4ED PHB, we've added new ones to apply to these weapons. They include: Laser, Plasma, Gauss, etc.</p><p></p><p>Here is an example:</p><p></p><p>Laser: Lasers weapons give away their firer's location but deliver devastating damage few can resist. They can also track targets easier with subsequent impacts. There are laser pistols, rifles, and assault cannons.</p><p>Critical: 1d8 damage per tech level and the target is blinded (save ends).</p><p>Special: If you strike successfully with a laser, every subsequent round gains a +1 to hit that same target. This is not cumulative and is removed if you don’t fire at the same target or if you miss that same target the following round.</p><p></p><p>Ahh...you ask, aren't all lasers the same tech level? Nope. There are lasers that are TL 4 and TL5. The same goes for most weapons. There will be less selection than the last book, but that's because we really didn't see the reason to include 11 different calibers of firearms. From where there were 23 total pistols, now there are only 16. It just makes it easier because really, who thought that was good?</p><p></p><p>We decided to finish weapons and EDF before really diving into techan classes. They're coming soon. Oh, and I know we have not contacted playtesters yet. Soon...soon...</p></blockquote><p></p>
[QUOTE="Dias Ex Machina, post: 4413190, member: 58907"] Talking with someone on painkillers on ideas for the new DEM logo was an interesting experience which included such progressive ideas as presenting it as kanji writing, including a picture of god zotting a player with lightning bolts, or just a god-sized fist coming from one side and roflstomping a fighter's face like Neo to Agent Smith at the end of Revolutions. I am not one to talk. Two days ago, I thought up a Laudenian martial class called the Keeper of Stones. It had such progressive ideas as making your weapon bigger and making it set on fire... Yeah I know, I deleted it and judged my paragon path making days done for now. I moved onto Equipment. ...Which is proving easier than I thought. Echan weapons are already done and techans are about 75% complete. The way it works is that weapons are built around magic items but not presented as such. If you remember tech levels from the 3.5 game, they are back. Only this time, instead of just determining rarity and disruption chance, they also denote a weapon's enhancement bonus to hit and damage. It might not make sense on the surface until you understand that a plasma pistol and an autoloader do the same damage. But an autoloader is a TL0 weapon and the plasma pistol is TL6, so right there, the plasma weapon does +6 damage. In addition, to supplement the Weapon Properties section of the 4ED PHB, we've added new ones to apply to these weapons. They include: Laser, Plasma, Gauss, etc. Here is an example: Laser: Lasers weapons give away their firer's location but deliver devastating damage few can resist. They can also track targets easier with subsequent impacts. There are laser pistols, rifles, and assault cannons. Critical: 1d8 damage per tech level and the target is blinded (save ends). Special: If you strike successfully with a laser, every subsequent round gains a +1 to hit that same target. This is not cumulative and is removed if you don’t fire at the same target or if you miss that same target the following round. Ahh...you ask, aren't all lasers the same tech level? Nope. There are lasers that are TL 4 and TL5. The same goes for most weapons. There will be less selection than the last book, but that's because we really didn't see the reason to include 11 different calibers of firearms. From where there were 23 total pistols, now there are only 16. It just makes it easier because really, who thought that was good? We decided to finish weapons and EDF before really diving into techan classes. They're coming soon. Oh, and I know we have not contacted playtesters yet. Soon...soon... [/QUOTE]
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