AV2 Excerpt: Immurements

Hehe, yeah I am quite the opposite, I think every campaign setting I have run has had some manner of firearms. With the usual being stuff like revolvers, repeating rifles, etc. The current one evens has stuff like portable/single person Lewis machine guns. Though most of my settings have a fairly high tech level (portable Difference Engines yes please).

That (too me at least) feels a bit different then the standard D&D with guns idea. That feels like you're definitely going for a certain style, and the guns and such fit that style. Usually when I've encountered D&D with guns though, it's like flintlocks and such. They just feel... unmatched I guess.


But back to actual subject of the thread. One thought popped into mind with Story Items, doubt it is the case, but be interesting if the full abilities of the item can't be accessed without a discovering it, finding stuff out, etc. Basically you need to go on a adventure to fully use the item.

I could see each item having a story, and to unlock the powers you need to complete certain tasks. Like a sword used in the last desperate battle against the ratling king... You need to fight a number of rats for one power, then maybe wererats for the next power, etc.
 

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That (too me at least) feels a bit different then the standard D&D with guns idea. That feels like you're definitely going for a certain style, and the guns and such fit that style. Usually when I've encountered D&D with guns though, it's like flintlocks and such. They just feel... unmatched I guess.
Yeah, definitely going for specific feel in settings with firearms. Be it more Steampunk/Dieselpunk stuff with revolvers, portable machine guns, or what not (heck weapon wise on a global scale I have stuff like atomic bombs being dropped by Aether Ships and such). Or say 18th century Louisiana Bayou-esque game with muskets and cannons.
I could see each item having a story, and to unlock the powers you need to complete certain tasks. Like a sword used in the last desperate battle against the ratling king... You need to fight a number of rats for one power, then maybe wererats for the next power, etc.
*Nods* My thoughts exactly, I think it would be sort of hard to pull off in that depending on how it is done it could detract from whatever the current story it is. But... It be neat if could be pulled off. Perhaps each additional ability has numerous plot-hooks to make it easier to weave into different stories.
 

Basically means to imprision. Nicely Gygaxian word though.

Ironically, in the current form it doesn't imprison anymore. Then again that was one of its most nasty features. Not it doesn't so much split a fight in two (take some monsters in, kill them, get out and finish off the rest) but just allows the player to determine some of the terrain in which to fight.
 

Ironically, in the current form it doesn't imprison anymore. Then again that was one of its most nasty features. Not it doesn't so much split a fight in two (take some monsters in, kill them, get out and finish off the rest) but just allows the player to determine some of the terrain in which to fight.

Depends on how you're using the word though. In this case, it's not so much the creatures you're fighting that are "imprisoned" but the terrain elements inside the item itself I think.
 

The Immurements di not strike me as anything very interesting, unfortunately. Yes, removing the baddies defensive feature could be fun, but the terrains listed are just so ..... meh.

I suppose it is because, overall, in my 4E games, terrain ends up mattering very little to the resolution of a fight. I know it should, but difficult terrain is not impressive, and there are far too many types (water, bones, loose books, coins, etc), There are not enough terrain types taht actually make the character fight with the terrain also.
 

Usually when I've encountered D&D with guns though, it's like flintlocks and such. They just feel... unmatched I guess.
Yeah. Every execution of firearms I see is always flintlocks, and usually it's very clunky. Firearms with gunpowder are always a pain in the ass, because not only do you have to track ammo, but ammo costs a lot of cash per shot. Then you have the threat of blowing up because your gunpowder pouch got hit by a fireball.

Ultimately firearms have to balance the fact that "firearms trump the status quo" of bows/swords in terms of damage, by making it expensive and unwieldy.

Where, when it comes down to it, firearms are just a stylistic choice or a set piece.

I could see each item having a story, and to unlock the powers you need to complete certain tasks. Like a sword used in the last desperate battle against the ratling king... You need to fight a number of rats for one power, then maybe wererats for the next power, etc.
Sounds to me like Weapons of Legacy.
 
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