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Last night I dreamt up a campaign setting... help me flesh it out!
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<blockquote data-quote="jmartkdr2" data-source="post: 8508081" data-attributes="member: 7017304"><p>You'd want to make tech more broadly available, which might ean subclasses. Alchemical barbarians, electric bards, gunslinger fighters, et al.</p><p></p><p>Very Points of Light. I like it. Fleshing out the first town will be important.</p><p></p><p>See point #1 -you'll want to make sure that all pc's can use tech. I think you'll also want magi-tech as a normal thing.</p><p></p><p>As in one that turns them into clockwork men or one that implants magitech doodad that grant powers? (Obviously both)</p><p></p><p>My favorite implementation of this comes from <em>Exalted </em>- mech suits are treated as armor, except it makes you huge and has it's own strength score. This keeps the focus on the characters. I would make a point of having such things be equally available to all characters - don't make it something only the fighter can use.</p><p></p><p>Unless, of course, you want it to bee all about the mechs, but that's gonna need a lot more rules.</p><p></p><p>I love it. You don't really need to replace clerics since there are no required roles. And of course secret clerics are possible. But it does mean you need to decide what exactly counts as divine magic: warlocks? some patrons? paladins, druids, rangers? </p><p></p><p>My instinct says "only clerics and holy types" just to not limit players more than the theme demands.</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 8508081, member: 7017304"] You'd want to make tech more broadly available, which might ean subclasses. Alchemical barbarians, electric bards, gunslinger fighters, et al. Very Points of Light. I like it. Fleshing out the first town will be important. See point #1 -you'll want to make sure that all pc's can use tech. I think you'll also want magi-tech as a normal thing. As in one that turns them into clockwork men or one that implants magitech doodad that grant powers? (Obviously both) My favorite implementation of this comes from [I]Exalted [/I]- mech suits are treated as armor, except it makes you huge and has it's own strength score. This keeps the focus on the characters. I would make a point of having such things be equally available to all characters - don't make it something only the fighter can use. Unless, of course, you want it to bee all about the mechs, but that's gonna need a lot more rules. I love it. You don't really need to replace clerics since there are no required roles. And of course secret clerics are possible. But it does mean you need to decide what exactly counts as divine magic: warlocks? some patrons? paladins, druids, rangers? My instinct says "only clerics and holy types" just to not limit players more than the theme demands. [/QUOTE]
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Last night I dreamt up a campaign setting... help me flesh it out!
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