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<blockquote data-quote="Kelleris" data-source="post: 2611067" data-attributes="member: 19130"><p>Hmm... Hard to say what you should do about the languages. My first inclination is not to mention them, since one language more or less is virtually never going to be game-breaking, especially since PCs can easily communicate with 98% of NPCs as is.</p><p></p><p>The harder way would be to reverse engineer those character's skill point totals and see if there are any discrepancies that can be explained by an increased Intelligence modifier after 1st level - the NPC would have to be at least 7 skill points behind the assumed total, for instance. If you do that, you have more fortitude than I do with regard to anything I haven't written myself.</p><p></p><p>The book is my take on fantasy science, which presents technologists as members of a different sort of spellcasting tradition. So you have arcane and divine casters, maybe psionic casters or warlock casters or something else, and this book adds technology-based "spellcasters." The book includes some 230 unique devices of a variety of power levels (for comparison, that's slightly more devices than a cleric receives spells, not counting domains), so the book has all you need to introduce technologists into your game as a new group of spellcaster-like masters of esoteric knowledge. I used the spellcaster model because I like the idea of introducing chocolate technology into peanut butter magic while still having the game play much like classic D&D - high-tech cities are no more common than flying islands, and you don't have to move your setting into an Industrial Revolution-type scenario to include this kind of fantastic science. It's going to be published by EN Publishing once it gets laid out and arted up properly. A teaser should be available soon, presenting a detailed NPC and some sample devices.</p><p></p><p>But yeah, stat blocks are difficult. I just did a review of my included stat blocks and found a bunch of little errors - a -1 Initiative that should have been +1, a Will save off by a point, that sort of thing. I thnk I caught them all, but every time I read one of your reviews I start to wonder.</p><p></p><p>If you like, I could ask the EN Publishing guys to send you a review copy once it's finished. I don't know if it's something you'd be interested in, though, as the topic is somewhat esoteric. Not any more so, I would argue, than one of Mongoose's <em>Encyclopedia Arcane</em> books or WotC's <em>Magic of Incarnum</em>, but still a niche sort of product. It's also pretty lengthy, at least for a pdf - my Word file is 278 pages long.</p></blockquote><p></p>
[QUOTE="Kelleris, post: 2611067, member: 19130"] Hmm... Hard to say what you should do about the languages. My first inclination is not to mention them, since one language more or less is virtually never going to be game-breaking, especially since PCs can easily communicate with 98% of NPCs as is. The harder way would be to reverse engineer those character's skill point totals and see if there are any discrepancies that can be explained by an increased Intelligence modifier after 1st level - the NPC would have to be at least 7 skill points behind the assumed total, for instance. If you do that, you have more fortitude than I do with regard to anything I haven't written myself. The book is my take on fantasy science, which presents technologists as members of a different sort of spellcasting tradition. So you have arcane and divine casters, maybe psionic casters or warlock casters or something else, and this book adds technology-based "spellcasters." The book includes some 230 unique devices of a variety of power levels (for comparison, that's slightly more devices than a cleric receives spells, not counting domains), so the book has all you need to introduce technologists into your game as a new group of spellcaster-like masters of esoteric knowledge. I used the spellcaster model because I like the idea of introducing chocolate technology into peanut butter magic while still having the game play much like classic D&D - high-tech cities are no more common than flying islands, and you don't have to move your setting into an Industrial Revolution-type scenario to include this kind of fantastic science. It's going to be published by EN Publishing once it gets laid out and arted up properly. A teaser should be available soon, presenting a detailed NPC and some sample devices. But yeah, stat blocks are difficult. I just did a review of my included stat blocks and found a bunch of little errors - a -1 Initiative that should have been +1, a Will save off by a point, that sort of thing. I thnk I caught them all, but every time I read one of your reviews I start to wonder. If you like, I could ask the EN Publishing guys to send you a review copy once it's finished. I don't know if it's something you'd be interested in, though, as the topic is somewhat esoteric. Not any more so, I would argue, than one of Mongoose's [i]Encyclopedia Arcane[/i] books or WotC's [i]Magic of Incarnum[/i], but still a niche sort of product. It's also pretty lengthy, at least for a pdf - my Word file is 278 pages long. [/QUOTE]
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