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Last night I dreamt up a campaign setting... help me flesh it out!
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<blockquote data-quote="jmartkdr2" data-source="post: 8509061" data-attributes="member: 7017304"><p>Draft for mechs:</p><p></p><p>Battlewalkers (I'm terrible at naming things) are metal and crystal devices made to help human-size people fight large monsters like giants and Dragons, back when encountering those in the wilderness was a thing. They're large or larger, generally humanoid in shape and fully armored.</p><p></p><p>The main innovation of the battlewalker that made it the tech that stuck is how they're controlled. Rather than a complex series of lever and wires to move individual joints, battlewalkers have an arcanomechanical interface that links directly to the neuromuscular system of the user - they magically connect directly to the nerves that control the users muscles. Ergo, to move the battlewalker's arm - you move your arm. (Slight difference in shape are accounted for by the interface.) It's similar to attuning a magic item, really (but not technically since it doesn't use your attunment slots). You don't really pilot the walker; you just wear it. </p><p></p><p>The main advantage is: using the walker isn't a skill. You just climb in and power it up and let the interface attune to you. Anyone - a trained warrior, a wizard, a visiting diplomat - can use the machines to cross dangerous ground, any elite combatant can be assigned to dragon-slaying, and no one needs special skills to benefit form the walker. There's the downside of anyone can steal it and use it, but they're a bit too large to make theft easy.</p><p></p><p>The design reason is: they need to be really powerful, so they should be available to the whole party or no one. If only the fighter can use the 20 foot tall killer robot suit, the fighter will either be way to powerful or the mecha won't feel like a mecha. Not having a skill gate means the dm can give them to the whole party and everyone gets in on the fun for as long as they can keep the battlewalkers. (My experience with Star Wars Saga Edition convinced me of the need for this. Mounted combat has the same issue.)</p><p></p><p>In game terms, the battlewalkers have four core attributes: a Strength score, an Armor Class, a Hit Point total and a movement speed. When wearing the battlewalker, you <em>replace</em> your strength, AC and speed with the walker's. Most also give advantage to strength checks and saves, and constitution saves, You add the hp the same way you add hp for Wild Shape: it goes first, overage hits you. Different models would have different numbers.</p><p></p><p>Battlewalkers have arms (almost always 2) that the wearer can use as their own. The wearer can use weapons and shields and even spellcasting foci through these arms. Large weapons do an extra die of damage, huge versions do two extra dice. Many models have power fists giving them enhanced unarmed strikes. And any enhancement that could possibly be applied to armor can apply to a battlewalker. </p><p></p><p>Aside form those limits, characters use their own attributes: you keep you non-str ability scores, proficiencies and saves, and can use any class feature: you're magically attuned after all. Bards can inspire, barbarians can rage, fighters can use superiority dice and spellcasting isn't restricted. </p><p></p><p>The most basic "Ogre" model would have stats like Str 19, AC 16, 58 hp, move 30'. Unarmed strikes 2d4+str. (rarity uncommon, but the city keeps track of who owns them. Unregistered are very rare.) Large weapons suitable for use aren't too hard to come by. (I'm picturing the walker things form Final Fantasy 6 for these)</p><p></p><p>A really powerful "Solar" model would have stats like Str 29, AC 24, 158 hp, move 50' fly 50', adds 4d8 radiant damage to all weapon attacks and spells that already do radiant, fire, or lightning damage. Comes with a holy avenger longsword and shield of spell turning. (rarity: legendary or maybe artifact, currently owned by the First Consul) (This looks a unique Gundam, and is about as big a deal)</p><p></p><p>There are dozens, maybe even hundreds of battlewalkers in Laskan, but there are millions of people and the various powers that be keep an eye on anyone know to have one. It's very hard to keep them secret. Aside form the occasional giant monster invasion, they're most often used in parades to show off one's power. Actual battlewalker vs battlewalker fights are rare because of the collateral damage of these things operating in the city.</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 8509061, member: 7017304"] Draft for mechs: Battlewalkers (I'm terrible at naming things) are metal and crystal devices made to help human-size people fight large monsters like giants and Dragons, back when encountering those in the wilderness was a thing. They're large or larger, generally humanoid in shape and fully armored. The main innovation of the battlewalker that made it the tech that stuck is how they're controlled. Rather than a complex series of lever and wires to move individual joints, battlewalkers have an arcanomechanical interface that links directly to the neuromuscular system of the user - they magically connect directly to the nerves that control the users muscles. Ergo, to move the battlewalker's arm - you move your arm. (Slight difference in shape are accounted for by the interface.) It's similar to attuning a magic item, really (but not technically since it doesn't use your attunment slots). You don't really pilot the walker; you just wear it. The main advantage is: using the walker isn't a skill. You just climb in and power it up and let the interface attune to you. Anyone - a trained warrior, a wizard, a visiting diplomat - can use the machines to cross dangerous ground, any elite combatant can be assigned to dragon-slaying, and no one needs special skills to benefit form the walker. There's the downside of anyone can steal it and use it, but they're a bit too large to make theft easy. The design reason is: they need to be really powerful, so they should be available to the whole party or no one. If only the fighter can use the 20 foot tall killer robot suit, the fighter will either be way to powerful or the mecha won't feel like a mecha. Not having a skill gate means the dm can give them to the whole party and everyone gets in on the fun for as long as they can keep the battlewalkers. (My experience with Star Wars Saga Edition convinced me of the need for this. Mounted combat has the same issue.) In game terms, the battlewalkers have four core attributes: a Strength score, an Armor Class, a Hit Point total and a movement speed. When wearing the battlewalker, you [I]replace[/I] your strength, AC and speed with the walker's. Most also give advantage to strength checks and saves, and constitution saves, You add the hp the same way you add hp for Wild Shape: it goes first, overage hits you. Different models would have different numbers. Battlewalkers have arms (almost always 2) that the wearer can use as their own. The wearer can use weapons and shields and even spellcasting foci through these arms. Large weapons do an extra die of damage, huge versions do two extra dice. Many models have power fists giving them enhanced unarmed strikes. And any enhancement that could possibly be applied to armor can apply to a battlewalker. Aside form those limits, characters use their own attributes: you keep you non-str ability scores, proficiencies and saves, and can use any class feature: you're magically attuned after all. Bards can inspire, barbarians can rage, fighters can use superiority dice and spellcasting isn't restricted. The most basic "Ogre" model would have stats like Str 19, AC 16, 58 hp, move 30'. Unarmed strikes 2d4+str. (rarity uncommon, but the city keeps track of who owns them. Unregistered are very rare.) Large weapons suitable for use aren't too hard to come by. (I'm picturing the walker things form Final Fantasy 6 for these) A really powerful "Solar" model would have stats like Str 29, AC 24, 158 hp, move 50' fly 50', adds 4d8 radiant damage to all weapon attacks and spells that already do radiant, fire, or lightning damage. Comes with a holy avenger longsword and shield of spell turning. (rarity: legendary or maybe artifact, currently owned by the First Consul) (This looks a unique Gundam, and is about as big a deal) There are dozens, maybe even hundreds of battlewalkers in Laskan, but there are millions of people and the various powers that be keep an eye on anyone know to have one. It's very hard to keep them secret. Aside form the occasional giant monster invasion, they're most often used in parades to show off one's power. Actual battlewalker vs battlewalker fights are rare because of the collateral damage of these things operating in the city. [/QUOTE]
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