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DiasExMachina 4ED Update
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<blockquote data-quote="Dias Ex Machina" data-source="post: 4529795" data-attributes="member: 58907"><p>As I overcome a strange three-day virus that thankfully coincided with three days off I had (yeah), I have gone over the book for a third time and made yet another series of changes based on the experience of our playtesting. I played around with weapons again, added a few more items, included a Techan Adventurer's Kit (which was lacking and needed), and played around with the techan At-Wills. Altogether, the groups is really responding well to this altered approach to gameplay--based around movement and teamwork rather than singular grinding combat. </p><p></p><p>This week, we made a decision to remove Epic Destinies and everything relating to them from the first book. The reason came from a need to cut something that is being replaced by an included adventure. We're not removing the epic levels of techan classes as that would make them incomplete. We figured it would be better to remove large sections rather than nitpick through the book and cut the uniqueness of the book. Besides, with a second volume already being written for release in the same year, it’s not like players will get to Epic destinies before the second book comes out. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> It would just be better to have all the epic destinies in one spot than break them up over two books. </p><p></p><p>As stated in the press release, there will be a module released on the heels of the core book. That's being written as we speak. We hope to tie in the included adventure with this module and the adventure being written for Free RPG Day. Can't say more about this adventure other than it's inspired by a classic.</p><p></p><p>As a teaser today, I leave you with...A Flamethrower</p><p></p><p> <strong>Flamethrower: </strong>This weapon shrunk in size over many years. Though still two-handed, it no longer requires an unsafe nozzle to an even more hazardous backpack. Modern flamethrowers keep their tank mounted under the weapon stock. The tank is comprised of a relatively safe solid fuel. When combined with air, it actually reacts into an expanding foam. A small battery compresses air in a separate chamber. The foam enters the final chamber and when allowed to uncompress, sprays out in liquid form. A final magnesium igniter at its barrel sends the superheated stream of flame to its target. Despite rumors and urban legends, both older and modern flamethrower tanks do not explode easily if ruptured or if a spark flicks nearby. If the weapon tank is ruptured, the foam would break and spray but not automatically ignite. Even older models would only burst like aerosol cans and not violently explode. </p><p></p><p> <strong>Property:</strong> Target/s takes 4 ongoing damage (save ends). This damage is not cumulative with consecutive hits. This weapon can only be used with ranged basic attack. </p><p> <strong>Attack:</strong> Each creature in a burst3 area in weapon range.</p><p> <strong>Critical:</strong> +1d6 fire damage per tech level</p></blockquote><p></p>
[QUOTE="Dias Ex Machina, post: 4529795, member: 58907"] As I overcome a strange three-day virus that thankfully coincided with three days off I had (yeah), I have gone over the book for a third time and made yet another series of changes based on the experience of our playtesting. I played around with weapons again, added a few more items, included a Techan Adventurer's Kit (which was lacking and needed), and played around with the techan At-Wills. Altogether, the groups is really responding well to this altered approach to gameplay--based around movement and teamwork rather than singular grinding combat. This week, we made a decision to remove Epic Destinies and everything relating to them from the first book. The reason came from a need to cut something that is being replaced by an included adventure. We're not removing the epic levels of techan classes as that would make them incomplete. We figured it would be better to remove large sections rather than nitpick through the book and cut the uniqueness of the book. Besides, with a second volume already being written for release in the same year, it’s not like players will get to Epic destinies before the second book comes out. :) It would just be better to have all the epic destinies in one spot than break them up over two books. As stated in the press release, there will be a module released on the heels of the core book. That's being written as we speak. We hope to tie in the included adventure with this module and the adventure being written for Free RPG Day. Can't say more about this adventure other than it's inspired by a classic. As a teaser today, I leave you with...A Flamethrower [B]Flamethrower: [/B]This weapon shrunk in size over many years. Though still two-handed, it no longer requires an unsafe nozzle to an even more hazardous backpack. Modern flamethrowers keep their tank mounted under the weapon stock. The tank is comprised of a relatively safe solid fuel. When combined with air, it actually reacts into an expanding foam. A small battery compresses air in a separate chamber. The foam enters the final chamber and when allowed to uncompress, sprays out in liquid form. A final magnesium igniter at its barrel sends the superheated stream of flame to its target. Despite rumors and urban legends, both older and modern flamethrower tanks do not explode easily if ruptured or if a spark flicks nearby. If the weapon tank is ruptured, the foam would break and spray but not automatically ignite. Even older models would only burst like aerosol cans and not violently explode. [B]Property:[/B] Target/s takes 4 ongoing damage (save ends). This damage is not cumulative with consecutive hits. This weapon can only be used with ranged basic attack. [B]Attack:[/B] Each creature in a burst3 area in weapon range. [B]Critical:[/B] +1d6 fire damage per tech level [/QUOTE]
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