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How much technologywould you allow in a non-steampunk setting?
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<blockquote data-quote="paradox42" data-source="post: 3632829" data-attributes="member: 29746"><p>Complex answer here. The answer is effectively "None of the above- except for exotic, powerful firearms advanced far beyond what modern Earth technology is capable of producing."</p><p></p><p>The setting I've used for all my 3.X campaigns to date is sort of a post-apocalyptic world with thousands of years of history laid down after the actual catastrophe, and the society before the catastrophe being a truly intergalactic civilization (i.e., they didn't just move at will between stars, but actually between entire galaxies). Some ruins of this incredibly powerful civilization are still around in the "present day" of the setting, and many Ancient devices are as well. For the most part, they work along similar principles to magic items, and can accomplish similar things, though they work within anti-magic zones (an advantage) and consume power from still-intact power cells to operate (a disadvantage since they tend to have many less "charges" overall unless one is able to take the time and resources to recharge the battery).</p><p></p><p>Example devices include hologram projectors, robots (treated as a subtype of Construct of course, and using rules for creatures rather than items), replicator technology, teleportation devices, powered armor, and of course lasers and other energy weapons. Rail guns are about the closest to Earth firearms that you'll see in the setting.</p><p></p><p>So, the tech I allow in my game is super-high tech, far far beyond steampunk. Steampunk is silly and primitive compared to this stuff. Heck, some of the things seen in Star Wars are primitive compared to this stuff, if you can find and refurbish something really nice like a Wormhole Generator or a Singularity Gun. Of course, those are artifact-level items that no PC below Epic level gets their hands on if I have anything to say about it. <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></blockquote><p></p>
[QUOTE="paradox42, post: 3632829, member: 29746"] Complex answer here. The answer is effectively "None of the above- except for exotic, powerful firearms advanced far beyond what modern Earth technology is capable of producing." The setting I've used for all my 3.X campaigns to date is sort of a post-apocalyptic world with thousands of years of history laid down after the actual catastrophe, and the society before the catastrophe being a truly intergalactic civilization (i.e., they didn't just move at will between stars, but actually between entire galaxies). Some ruins of this incredibly powerful civilization are still around in the "present day" of the setting, and many Ancient devices are as well. For the most part, they work along similar principles to magic items, and can accomplish similar things, though they work within anti-magic zones (an advantage) and consume power from still-intact power cells to operate (a disadvantage since they tend to have many less "charges" overall unless one is able to take the time and resources to recharge the battery). Example devices include hologram projectors, robots (treated as a subtype of Construct of course, and using rules for creatures rather than items), replicator technology, teleportation devices, powered armor, and of course lasers and other energy weapons. Rail guns are about the closest to Earth firearms that you'll see in the setting. So, the tech I allow in my game is super-high tech, far far beyond steampunk. Steampunk is silly and primitive compared to this stuff. Heck, some of the things seen in Star Wars are primitive compared to this stuff, if you can find and refurbish something really nice like a Wormhole Generator or a Singularity Gun. Of course, those are artifact-level items that no PC below Epic level gets their hands on if I have anything to say about it. :) [/QUOTE]
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