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Exiles, My Homebrew
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<blockquote data-quote="skippy_the_witch" data-source="post: 1588044" data-attributes="member: 18980"><p>That is exactly what I meant. A wearer of technomagical armor does not get a choice, it acts as AC vs certain types of attacks and DR vs other types.</p><p></p><p>By the way, for those wierd exceptions (such as a flaming sword), my ruling is also simple, it works based off the BASE WEAPON and what type of energy enhancement it has. Thus a flaming sword is treated as a sword, while a Flash Sword (see my post on Technomagical Force Weapons) would be treated as a technomagic attack, at least when activated (an unpowered Flash Sword is just a fancy sword).</p><p></p><p>While this isn't as logical, it does maintain game balance, as a flaming weapon is only adding an additional 1d6 flame damage, while a flash weapon can add up to 3d6 damage (even more if it is a hellfire weapon). Or, for those only thinking of technomagical firearms, a flaming bow only adds 1d6 to the damage while a blazer heavy pistol can do 5d6.</p><p></p><p>One key that I have found is to also allow your non-technomagical characters and monsters to have developed sophisticated yet simple ways to mimic technomagical armors, such as alchemical coatings, alloys etc. This helps restore some balance and giving the archaic players a few more options, but the technomagical armor will still be lighter, have a higher AC, more flexible (i.e. higher dex bonus/lower armor penalty/lower spell failure), then comparable archaic armors.</p><p></p><p>I really like what I have read so far about Exiles. You've got some really cool ideas.</p><p></p><p>skippy</p><p>GM of The Cursed Earth</p></blockquote><p></p>
[QUOTE="skippy_the_witch, post: 1588044, member: 18980"] That is exactly what I meant. A wearer of technomagical armor does not get a choice, it acts as AC vs certain types of attacks and DR vs other types. By the way, for those wierd exceptions (such as a flaming sword), my ruling is also simple, it works based off the BASE WEAPON and what type of energy enhancement it has. Thus a flaming sword is treated as a sword, while a Flash Sword (see my post on Technomagical Force Weapons) would be treated as a technomagic attack, at least when activated (an unpowered Flash Sword is just a fancy sword). While this isn't as logical, it does maintain game balance, as a flaming weapon is only adding an additional 1d6 flame damage, while a flash weapon can add up to 3d6 damage (even more if it is a hellfire weapon). Or, for those only thinking of technomagical firearms, a flaming bow only adds 1d6 to the damage while a blazer heavy pistol can do 5d6. One key that I have found is to also allow your non-technomagical characters and monsters to have developed sophisticated yet simple ways to mimic technomagical armors, such as alchemical coatings, alloys etc. This helps restore some balance and giving the archaic players a few more options, but the technomagical armor will still be lighter, have a higher AC, more flexible (i.e. higher dex bonus/lower armor penalty/lower spell failure), then comparable archaic armors. I really like what I have read so far about Exiles. You've got some really cool ideas. skippy GM of The Cursed Earth [/QUOTE]
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