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DiasExMachina 4ED Update
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<blockquote data-quote="Dias Ex Machina" data-source="post: 4451838" data-attributes="member: 58907"><p>THE BIG NEWS. TECHNOLOGY IS HERE IN 4ED</p><p></p><p> We’ve spent the better part of a month on nearly 100 pages of new crunch dealing with the other side of the coin—techa. This is the side of humanity that refuses to accept the new rules of fantasy and clings onto the old-world of science and normality. These rules were developed to be independent to keep the worlds of reality and fantasy separate. In Amethyst, the disruption of technology by fantasy is a core tenant of the setting. It is not placed there entirely for balance issues (although originally, it had its genesis in that reasoning). It is meant to create a setting that is different from other techno-fantasies. </p><p></p><p> Disruption only occurs one way. Magic breaks down science. This is because the setting is about the assault of one world by another. If they both broke each other down equally, eventually there would be a harmony, as a balance would eventually form. Magic is not really magic, but the invasion of ulterior rules of science. These alterations cause disruption. Disruption is not some magic wand—wait…technically, it can be. Let me try this again. Disruption is not some undefined radius of voodoo that makes machines go wacko. It is a side effect of these new and changed rules that allow effects that people can ascribe to magic. As a result, there is no way for technology to radiant some normality about it. This is part of the core idea of chaos within the setting. There is a conflict of order and chaos. For order to win, everything must be the same and perfectly organized. For chaos to win, it only needs to change…one thing. This is why technology always loses. The only way for technology to win against magic is to push out all the users of magic from the land…or wipe them out altogether. </p><p></p><p> The flow from the chaos gate of Attricana reflects off the living and not the dead; so, push out the magical creatures and the overall intensity of magic drops. If they were equal, this conflict would not seem so desperate for the side of technology. The setting makes it perfectly clear that technology has been fighting a losing battle for nearly 500 years and has only reached a stalemate by throwing up walls and keeping all the magic users out. Those inside the walls either live out their lives in ignorance or take an interest in this outside world by either joining it or plotting out its destruction. This is where the title of the book comes into play (but more on that later). </p><p></p><p> We considered reducing disruption as an annoyance but in the end, it came back to the foreground, albeit now as a single roll. It only affects technology and not fantasy and the higher the tech, the greater the chance of disruption. Disruption can cause items to not work for several rounds or an entire encounter. It may also cause an item to break down completely. </p><p></p><p> Is it required for gameplay? Technically, you don’t have to do anything in your game. Once again…my Amethyst…your Amethyst. I don’t believe the techan game is broken if you decide to forget the rules except that a pillar of the setting is their separation, meaning I would still not recommend clerics with plasma blasters or paladins with an enchanted Holy Railcannon.</p><p></p><p> Could you remove the techan section and create your own science fiction game? This is the most asked question of late. And the answer is ABSOLUTELY. Rules dealing with disruption feature only heavily in one class, but it is still only half that class. With the wonders that are available power options, simply don’t select the powers dealing with disruption. The other classes rarely mention disruption at all. </p><p></p><p> So we have created a (hopefully) 100% compatible Science Fiction 4ED plug-in for all your 4ED needs. I will say as a disclaimer (despite what some have said or read), that this is NOT 4ED Modern. It just isn’t. It’s a science fiction add-on. You cannot be a 28th level Personality or Negotiator. We have not offered a +6 .357 magnum or a +5 Flak Jacket. You also cannot create a first level character with powered armour and a plasma carbine. It deals with scaling technology, meaning Lasers are +4, +5, and +6 and traditional firearms are +zero, +1, +2 and +3. Of course, this system could be house ruled to just say a +6 .357 magnum exists…but for balance sakes, you have to explain why it also costs a million gold. </p><p></p><p> Still, as stated, it is a complete Science Fiction element that can actually stand on its own. It’s designed for Amethyst but you can insert the techan classes into ANY D&D game. We have not added any new rules to the fantasy side to make techans incompatible with other D&D games. So drop some colonial marines against some demons, throw some Mobile Infantry against some kruthik—there is no limit of what you can do.</p></blockquote><p></p>
[QUOTE="Dias Ex Machina, post: 4451838, member: 58907"] THE BIG NEWS. TECHNOLOGY IS HERE IN 4ED We’ve spent the better part of a month on nearly 100 pages of new crunch dealing with the other side of the coin—techa. This is the side of humanity that refuses to accept the new rules of fantasy and clings onto the old-world of science and normality. These rules were developed to be independent to keep the worlds of reality and fantasy separate. In Amethyst, the disruption of technology by fantasy is a core tenant of the setting. It is not placed there entirely for balance issues (although originally, it had its genesis in that reasoning). It is meant to create a setting that is different from other techno-fantasies. Disruption only occurs one way. Magic breaks down science. This is because the setting is about the assault of one world by another. If they both broke each other down equally, eventually there would be a harmony, as a balance would eventually form. Magic is not really magic, but the invasion of ulterior rules of science. These alterations cause disruption. Disruption is not some magic wand—wait…technically, it can be. Let me try this again. Disruption is not some undefined radius of voodoo that makes machines go wacko. It is a side effect of these new and changed rules that allow effects that people can ascribe to magic. As a result, there is no way for technology to radiant some normality about it. This is part of the core idea of chaos within the setting. There is a conflict of order and chaos. For order to win, everything must be the same and perfectly organized. For chaos to win, it only needs to change…one thing. This is why technology always loses. The only way for technology to win against magic is to push out all the users of magic from the land…or wipe them out altogether. The flow from the chaos gate of Attricana reflects off the living and not the dead; so, push out the magical creatures and the overall intensity of magic drops. If they were equal, this conflict would not seem so desperate for the side of technology. The setting makes it perfectly clear that technology has been fighting a losing battle for nearly 500 years and has only reached a stalemate by throwing up walls and keeping all the magic users out. Those inside the walls either live out their lives in ignorance or take an interest in this outside world by either joining it or plotting out its destruction. This is where the title of the book comes into play (but more on that later). We considered reducing disruption as an annoyance but in the end, it came back to the foreground, albeit now as a single roll. It only affects technology and not fantasy and the higher the tech, the greater the chance of disruption. Disruption can cause items to not work for several rounds or an entire encounter. It may also cause an item to break down completely. Is it required for gameplay? Technically, you don’t have to do anything in your game. Once again…my Amethyst…your Amethyst. I don’t believe the techan game is broken if you decide to forget the rules except that a pillar of the setting is their separation, meaning I would still not recommend clerics with plasma blasters or paladins with an enchanted Holy Railcannon. Could you remove the techan section and create your own science fiction game? This is the most asked question of late. And the answer is ABSOLUTELY. Rules dealing with disruption feature only heavily in one class, but it is still only half that class. With the wonders that are available power options, simply don’t select the powers dealing with disruption. The other classes rarely mention disruption at all. So we have created a (hopefully) 100% compatible Science Fiction 4ED plug-in for all your 4ED needs. I will say as a disclaimer (despite what some have said or read), that this is NOT 4ED Modern. It just isn’t. It’s a science fiction add-on. You cannot be a 28th level Personality or Negotiator. We have not offered a +6 .357 magnum or a +5 Flak Jacket. You also cannot create a first level character with powered armour and a plasma carbine. It deals with scaling technology, meaning Lasers are +4, +5, and +6 and traditional firearms are +zero, +1, +2 and +3. Of course, this system could be house ruled to just say a +6 .357 magnum exists…but for balance sakes, you have to explain why it also costs a million gold. Still, as stated, it is a complete Science Fiction element that can actually stand on its own. It’s designed for Amethyst but you can insert the techan classes into ANY D&D game. We have not added any new rules to the fantasy side to make techans incompatible with other D&D games. So drop some colonial marines against some demons, throw some Mobile Infantry against some kruthik—there is no limit of what you can do. [/QUOTE]
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