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Forked Thread: Describing a setting in 12 bullet points - Spelljammer
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<blockquote data-quote="Silverblade The Ench" data-source="post: 4860375" data-attributes="member: 19083"><p>Well, lot of folk LIKE the idea of visiting the various D&D settings as grand adventures <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I don't liek too much "magi tech" because folk too often go too "tech" not enough magic, ie magic would have profound effects on tech items, they would NOT be "robbie the robots" because advanced tech requires consistant precision machining</p><p>so, a 9mm pistol is basiclaly always the same no matter who makes it on which continent, if the design's the same.</p><p></p><p>but, with magic, a "gnomish autobot" wouldn't be always the exact same, ya know? folk need ot think magic, which is a varying ART, rather than science, which is absolutely limited to hard laws and specifications.</p><p>So, magitech is a whole 'nother ball game! Far more "perosnal" and not about vast factories.</p><p></p><p>I love gnomes with all kinds of mad gadgets, it's fun, long as folk keep it fun rather than game breaking.</p><p>Way I do that is by that issue with it being "art", it takes someone, an "artificer" know I'd guess, to build and fix them, Joe Blacksmith CANNOT do that, bar simple stuff.</p><p></p><p>So, if you have a "gnomish bolt pistol", you need that gnome who built it to fix it, or someone with similar skills who can learn it's ins and outs. An "generic" arcane caster MAY be able to fix it, but it's iffy</p><p></p><p>A standard in my campaigns is that gnomes are the masters of alchemy, and universally banned form centres of towns because of, ahem, accidents, some of which are very <em>very </em>big! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Silverblade The Ench, post: 4860375, member: 19083"] Well, lot of folk LIKE the idea of visiting the various D&D settings as grand adventures :) I don't liek too much "magi tech" because folk too often go too "tech" not enough magic, ie magic would have profound effects on tech items, they would NOT be "robbie the robots" because advanced tech requires consistant precision machining so, a 9mm pistol is basiclaly always the same no matter who makes it on which continent, if the design's the same. but, with magic, a "gnomish autobot" wouldn't be always the exact same, ya know? folk need ot think magic, which is a varying ART, rather than science, which is absolutely limited to hard laws and specifications. So, magitech is a whole 'nother ball game! Far more "perosnal" and not about vast factories. I love gnomes with all kinds of mad gadgets, it's fun, long as folk keep it fun rather than game breaking. Way I do that is by that issue with it being "art", it takes someone, an "artificer" know I'd guess, to build and fix them, Joe Blacksmith CANNOT do that, bar simple stuff. So, if you have a "gnomish bolt pistol", you need that gnome who built it to fix it, or someone with similar skills who can learn it's ins and outs. An "generic" arcane caster MAY be able to fix it, but it's iffy A standard in my campaigns is that gnomes are the masters of alchemy, and universally banned form centres of towns because of, ahem, accidents, some of which are very [I]very [/I]big! :p [/QUOTE]
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Forked Thread: Describing a setting in 12 bullet points - Spelljammer
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