Re: Technology and magic - could be that the moving parts makes technology hard to apply enchantments to? But you can enchant arrows or crossbow bolts (consumables).So, I'm thinking about rules that support this kind of world. I'm hoping folks will have thoughts on the following, in the context of imagining a product like adventures in middle earth, but for the world we've been discussing.
ANyone got any other ideas that you feel would really sell the aesthetic and themes from this discussion?
- Add mechanic's tools, more common magic items, guns, and vehicles
- make some otherwise arbitrary calls to support genre
- Guns hit harder and have better range, but are harder to enchant, so magic items gain a level of rarity when they are guns, as opposed to analog weapons.
- maybe missile weapons in general are harder to enchant
- ruby of the warmage type stuff is only common for melee weapons
- Make coherent magic item tables for cost, and a coherent system for crafting based on those costs
- seriously considering replacing spells with magic skills. Other than final fantasy, I think magic skills better emulate the inspiring fiction, and it reduces design work while broadening player freedom
- Arcana, Nature, and Religion, gain active uses, like manipulating magitech systems with arcana, communicating with natural spirits with nature, and cleansing a tainted place with religion.
Coherent crafting system - D&D needs it; appreciate any game that has it is A-OK in my book