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Does technology (steamtech/magictech/clockwork/etc.) figure in your game? What kind?
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<blockquote data-quote="Voadam" data-source="post: 3203867" data-attributes="member: 2209"><p>I use a published setting that allows for it though does not emphasize it, Wildwood.</p><p></p><p>One of the players wanted to play a giant anime robot style character in a D&D setting and I was OK with the concept so I worked with him to adapt the power armor adept class from the d20 super hero game Deeds Not Words and modified a warforged to large size. His armor gives him a str bonus, adamantine DR, AC, and limited use jump jets. I didn't want guns or lasers.</p><p></p><p>His backstory is that the peaceful scout ship from a tech/magic/psionic adept race got pulled into Wildwood, tried to dimensional port out and crashed instead. The ship was heavily damaged and was soon overwhelmed by nature. Recently a comet appeared in the night sky and the warforged awoke with damaged systems and memory. He left the ship wandering aimlessly until it met dover who brought him to their village where their scholar king taught him the dover language and the obsequious warforged switched his loyalties to the Dover village and king.</p><p></p><p>Now the party of two seeds adopted by the village (a dwarf and tiefling, both rangers) are taking the warforged out to try to track down where he came from and see if there are more clues or resources to be gained.</p><p></p><p>The characterization has been fun so far.</p><p></p><p>I've got a module I'm modifying to fit what they will find in their explorations, though most is .</p><p></p><p>I got Steam and Steel and Fantastic Tech during the $1 sale so I will be considering using some stuff from there as well.</p><p></p><p>I still want it to be D&D, but these elements can fit in I feel.</p></blockquote><p></p>
[QUOTE="Voadam, post: 3203867, member: 2209"] I use a published setting that allows for it though does not emphasize it, Wildwood. One of the players wanted to play a giant anime robot style character in a D&D setting and I was OK with the concept so I worked with him to adapt the power armor adept class from the d20 super hero game Deeds Not Words and modified a warforged to large size. His armor gives him a str bonus, adamantine DR, AC, and limited use jump jets. I didn't want guns or lasers. His backstory is that the peaceful scout ship from a tech/magic/psionic adept race got pulled into Wildwood, tried to dimensional port out and crashed instead. The ship was heavily damaged and was soon overwhelmed by nature. Recently a comet appeared in the night sky and the warforged awoke with damaged systems and memory. He left the ship wandering aimlessly until it met dover who brought him to their village where their scholar king taught him the dover language and the obsequious warforged switched his loyalties to the Dover village and king. Now the party of two seeds adopted by the village (a dwarf and tiefling, both rangers) are taking the warforged out to try to track down where he came from and see if there are more clues or resources to be gained. The characterization has been fun so far. I've got a module I'm modifying to fit what they will find in their explorations, though most is . I got Steam and Steel and Fantastic Tech during the $1 sale so I will be considering using some stuff from there as well. I still want it to be D&D, but these elements can fit in I feel. [/QUOTE]
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Community
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Does technology (steamtech/magictech/clockwork/etc.) figure in your game? What kind?
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