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General Tabletop Discussion
*TTRPGs General
High-Tech Forces vs. High-Magic Forces
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<blockquote data-quote="coyote6" data-source="post: 5731716" data-attributes="member: 1225"><p>Give the magical forces common access to long-lasting versions of the GURPS spell Reverse Missiles, and things start to become painful for the tech forces (the spell does just what the name says, unerringly). </p><p></p><p>Give the magical forces access to something like GURPS Unlimited Mana, and you may rapidly approach MAD (as spellcasters overcast so massively that they begin to alter the world).</p><p></p><p>So, as everyone's said -- it depends on ground rules. </p><p></p><p>Standard D&D goblins don't stand a chance. It's a fairly boring experiment, though fun to game out if you're the guys with guns. Maybe try an army of elves -- fighter/magic-users with decades of training and experience, not Warrior 1s -- in goblin-like numbers.</p><p></p><p>Worse, make it the Abyss vs the real world, and things get much harder for the tech side. All of the fantasy forces' units are inherently magical -- there are no wands to swipe, or scrolls or books to learn from. Just enemies in the millions, most of which can unerringly teleport, many of which are metaphysically troublesome and frighteningly uncaring of traditional religious means of opposing them (after all, I'm pretty sure the Catholic church doesn't dump five pounds of silver dust in a jar to make one flask of holy water in the real world).</p><p></p><p>Side question: Say fantasy invaders get their butts kicked, and the real world wants to retaliate by sending forces through the gates to the other side. Once there, they learn that their tech (guns, explosives, electronics, etc.) don't work there. How quickly could a modern military gear up a medievally armed force? Imagine a fantasy armor equipped with the best swords and mail a modern industrial society could create.</p></blockquote><p></p>
[QUOTE="coyote6, post: 5731716, member: 1225"] Give the magical forces common access to long-lasting versions of the GURPS spell Reverse Missiles, and things start to become painful for the tech forces (the spell does just what the name says, unerringly). Give the magical forces access to something like GURPS Unlimited Mana, and you may rapidly approach MAD (as spellcasters overcast so massively that they begin to alter the world). So, as everyone's said -- it depends on ground rules. Standard D&D goblins don't stand a chance. It's a fairly boring experiment, though fun to game out if you're the guys with guns. Maybe try an army of elves -- fighter/magic-users with decades of training and experience, not Warrior 1s -- in goblin-like numbers. Worse, make it the Abyss vs the real world, and things get much harder for the tech side. All of the fantasy forces' units are inherently magical -- there are no wands to swipe, or scrolls or books to learn from. Just enemies in the millions, most of which can unerringly teleport, many of which are metaphysically troublesome and frighteningly uncaring of traditional religious means of opposing them (after all, I'm pretty sure the Catholic church doesn't dump five pounds of silver dust in a jar to make one flask of holy water in the real world). Side question: Say fantasy invaders get their butts kicked, and the real world wants to retaliate by sending forces through the gates to the other side. Once there, they learn that their tech (guns, explosives, electronics, etc.) don't work there. How quickly could a modern military gear up a medievally armed force? Imagine a fantasy armor equipped with the best swords and mail a modern industrial society could create. [/QUOTE]
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