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Comments on Sorcery & Steam?

JoeGKushner said:
One thing I haven't gotten to see yet is if it favors the GM as much as it does the player.
There are extensive sections devoted to using steamcraft in a campaign that are solely for the GM's benefit.
Are there consturction rules?
No. Well, there is for armor only, I should say.
Are there templates?
No.
Are there 'Steam' Limbs?

No.
Are there Mechanical Golems?
No.
Are there maps of the vehicles?
No.
Things like that are important to my group and I.
I would have liked all those things too. But, I have to evaluate the book for what it is, not what it isn't. It's a really good book, I think. But it also left me wanting more, specifically many of the items you listed right there.
 

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JoeGKushner said:
I'm still looking through it. Expect review soon.

One thing that's tops. Many more PrCs, Feats and other goodies that relate to a City that the City Book.

One thing that's down. Many of those feats are skill bonuses that are way too high.

One thing I haven't gotten to see yet is if it favors the GM as much as it does the player. Are there consturction rules? Are there templates? Are there 'Steam' Limbs? Are there Mechanical Golems? Are there maps of the vehicles? Things like that are important to my group and I.

Mr Kushner, I think you'll like Steam & Steel: A guide to Fantasy Steamworks :D

As well as feats, PrC's, rules for constructing, using and sabotaging steamwork devices, lots of new equipment, types of steam engine and fuels, and of course loads of 'fluff' stuff about inserting steamworks into a campaign and the ramifications and effects of such, Steam & Steel includes a modular system of building vehicles, by which you can work out the cost of a vehicle by adding extra hit die, AC and special abilities to a base vehicle (so you can take the base dirigible and add extra hit dice, fireproofing, and steamwork-powered heavy weaponry), rules for constructing loads of new golem-type steamwork constructs, and steamwork prosthetics such as steel arms and other bits and pieces. And, of course, lots more else besides ;)
 

No. Well, there is for armor only, I should say.

Steam & Steel will contain construction rules for armour, prosthetics and vehicles, all working on the basis of purchasing a core item and then adding extras to it. So, for instance, you could design medium-augmented steam-powered armour, and fit it with mechanised spikes, an arcane array and smoked glass visor glass :) You could design a steel arm and fit it out with an internally concealed blade-thrower and improved mechanical strength. You could design a dirigible, give it extra hit dice and arcane warding (spell resistance), and drop cords to allow it to rapidly disembark troops on board.

Add in the number of different types of steam engine, varying from conventional fuel burners to arcane and even necromantic versions (15 different engine types in total) along with the different materials available (other than steel, you can use gold, copper, or more fantastic things like obsidian(!) ) and levels of craftsmanship, and there's a hell of a lot of possibilities available :)

I'm currently pestering Hellhound to find out when EN Publishing are likely to have Steam & Steel ready for release ;)
 


I'm glad that it seems that Steam & Steel: A Guide to Fantasy Steamworks will be covering many gaps that Sorcery & Steam seems to have :)
 



JoeGKushner said:
I'm still looking through it. Expect review soon.

One thing that's tops. Many more PrCs, Feats and other goodies that relate to a City that the City Book.

One thing that's down. Many of those feats are skill bonuses that are way too high.

One thing I haven't gotten to see yet is if it favors the GM as much as it does the player. Are there consturction rules? Are there templates? Are there 'Steam' Limbs? Are there Mechanical Golems? Are there maps of the vehicles? Things like that are important to my group and I.

We have hit on a slight sore point of mine so I will hijack the thread slightly. Honestly, I don't feel every new book that comes out needs to have a new rule for everything and hordes of new creatures that are slightly different from the existing ones. All that does is repeat the mistakes of 1e and 2e.

With regard to a lack of construction rules for steampunk devices, I am not sure why those are needed. They are just powered versions of ordinary items. Use the 3e construction rules, they aren't great but they work as well for steampunk stuff as for anything else. With regard to rules and stats for the items mentioned, a lot of these already exist as magical or non-steam-powered versions and don't really need new rules.

For basic game purposes, a ship is a ship whether it is steam-powered or a sailing ship. The only difference is the steam plant and the screws or paddles as opposed to sails or magic. For the same reason construction rules are not needed to build a flying ship, only to ENCHANT one. The same is true for a horseless carriage, it is a carriage minus the horse and with the addition of an engine plant. It does not need new rules to make it.

3e already had examples of artificial limbs. (As I recall there is one if Defenders of the Faith). They either function identically to the regular limb or provide some stat bonuses. Steampunk limbs would be the same but possibly bulkier and more mechanical-looking and with gears and pistons. It is also certainly possible to have additional attachments build for the arm but none of this requires new rules.

As for the templates, what templates are you looking for? Steampunk cyborgs can easily be created using half-golem template and the iron golem. Simply add gears and stuff for effect.

As for mechanical golems, again similar stuff already exists. I use the iron golem and remove its special immunities and vulnerabilities to magic. It isvulnerable to critical hits unlike normal golems because it does have vital points (gears, hoses pistons etc.). Reduce the CR and make it cheaper due to mass production of parts and voila. Clockwork Horrors and Automatons (all from existing 3e monster books) also are easily convertible to steampunk.

As for the maps, I agree some of these would have been nice. However, most of the vehicles aren't really big enough to need them. The steam ships (and submersibles) are the only vehicles that really could use maps. Everyone knows what a traincar looks like and zepplin interiors are fairly small as well (especially compared to the lift-bag). (BTW you can find interior maps of the Hindenburg on the web.)

I can't say that I was too concerned about the skill bonuses that some of the items provide because they are much lower than you can get from a magic item and the one machine I can remember with the big +10 bonus is absolutely huge. Compare this to a magic brooch granting the same bonus and it is not unbalancing at all.

Tzarevitch
 

Sorry to put on the Steam & Steel pimping hat again, but I want to discuss some of the things that Tzarevitch brings up.

Tzarevitch said:


We have hit on a slight sore point of mine so I will hijack the thread slightly. Honestly, I don't feel every new book that comes out needs to have a new rule for everything and hordes of new creatures that are slightly different from the existing ones. All that does is repeat the mistakes of 1e and 2e.

Except that there are lots of different concepts for steamwork automata and constructs that are not easily covered by slight modifications of existing constructs, as well as the fact that it's an opportunity to add some interesting new concepts in as well.

In terms of new rules for everything though - well, I'm not yet fully familiar with the contents of FFG's steampunk boom, but I thought that it *did* also provide new rules for steam technology equipment, does it not?

With regard to a lack of construction rules for steampunk devices, I am not sure why those are needed. They are just powered versions of ordinary items. Use the 3e construction rules, they aren't great but they work as well for steampunk stuff as for anything else. With regard to rules and stats for the items mentioned, a lot of these already exist as magical or non-steam-powered versions and don't really need new rules.


There are a lot of possible new pieces of equipment that are viable with the introduction of steam technology. Now of course many can be duplicated in some manner in the form of magical gear, but this doesn't mean they're going to work in anywhere near the same manner.

OTOH, I agree that you don't need to create some entirely seperate system from the existing D&D rules for item creation. The Craft skill performs a good basis of it. Nonetheless, people may want further details and description, especially with the effects on item production that industrialisation can have.

For basic game purposes, a ship is a ship whether it is steam-powered or a sailing ship. The only difference is the steam plant and the screws or paddles as opposed to sails or magic. For the same reason construction rules are not needed to build a flying ship, only to ENCHANT one. The same is true for a horseless carriage, it is a carriage minus the horse and with the addition of an engine plant. It does not need new rules to make it.


There are massive differences between a steam-powered ship and a medieval-style sea vessel, and this includes in terms of basic game purposes. Same with other vehicles. There's a whole different load of considerations that need to be taken into account both in constructing such things (being able to take advantage of improved motive power for extra armour etc, among other things) and by those who make use of them (steam ships are less affected by the weather, you need to consider fuel consumption, you need mechanics to keep the engine in order).

Steam & Steel will provide new rules that basically make it easy for the DM to put together a vehicle that suits whatever needs he has. He wants a heavily-armoured steam train with arcane warding, it can be done. A lightly armoured and fast dirigible with a luxury interior? The same. By allocating costs to additional hit die, AC and other abilities, it is possible to custom design all sorts of vehicles.

To take as an example the Steam Wagon vehicle entry - this can be put together so that it is a horseless civilian carriage, or a heavily armoured 'steam tank'.

3e already had examples of artificial limbs. (As I recall there is one if Defenders of the Faith). They either function identically to the regular limb or provide some stat bonuses. Steampunk limbs would be the same but possibly bulkier and more mechanical-looking and with gears and pistons. It is also certainly possible to have additional attachments build for the arm but none of this requires new rules.


IIRC, the arm in Defenders was quite unbalancedly good :) Anyway, Steam & Steel covers all sorts of steamwork prosthetics, from 'Thief'-style eyes to steel arms, in fact you can almost entirely replace someone's body with prosthetics though it's damn risky considering the usual primitive state of surgery. IF you like the idea of the mechanised Remade from China Mieville's book Perdido Street Station - well, you can make them with Steam & Steel.

And it's pretty damn important for someone witha steamwork arm to keep it well maintained and fuelled. For those who are more heavily augmented, well, failing to do so can mean death.

As for the templates, what templates are you looking for? Steampunk cyborgs can easily be created using half-golem template and the iron golem. Simply add gears and stuff for effect.


Steam & Steel has a Mechanised template that allows a DM to quickly create heavily augmented minion-type guys for baddies :) It also has an all-purpose Steamwork Creature template that can be used with any pre-existing monster to make a machine version, including details for how their special attacks like elemental attacks, poisons and spell-like abilities change. It also has one other template :)

As for mechanical golems, again similar stuff already exists. I use the iron golem and remove its special immunities and vulnerabilities to magic. It isvulnerable to critical hits unlike normal golems because it does have vital points (gears, hoses pistons etc.). Reduce the CR and make it cheaper due to mass production of parts and voila. Clockwork Horrors and Automatons (all from existing 3e monster books) also are easily convertible to steampunk.


You can do much better than just modding an iron golem. What about small constructs like the various centurions from Morrowind? Spider ones, man-sized ones and big, heavy ones too. What about civil automata used for moving goods around factories, or a 'manservant' construct? What about earth-shaking, massive behemoths that can crush castle walls? And Steam & Steel also provides rules for the greater vulnerability steamwork constructs have due to their internal workings and gears.

As for the maps, I agree some of these would have been nice. However, most of the vehicles aren't really big enough to need them. The steam ships (and submersibles) are the only vehicles that really could use maps. Everyone knows what a traincar looks like and zepplin interiors are fairly small as well (especially compared to the lift-bag). (BTW you can find interior maps of the Hindenburg on the web.)


I agree here. Steam & Steel wont contain maps precisely because there';s no telling exactly what a ship or submersible will look like in any particular fantasy world. It's likely to vary from campaign to campaign, especially considering the system of creating vehicles that I wrote for Steam & Steel has so many possibilities for what the final thing could end up looking like.
 


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