Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Comments on Sorcery & Steam?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Tzarevitch" data-source="post: 1080156" data-attributes="member: 1792"><p>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. </p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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.) </p><p></p><p>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.</p><p></p><p>Tzarevitch</p></blockquote><p></p>
[QUOTE="Tzarevitch, post: 1080156, member: 1792"] 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 [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Comments on Sorcery & Steam?
Top