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Mechamancy...Explain It to Me.
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<blockquote data-quote="Kelleris" data-source="post: 3422656" data-attributes="member: 19130"><p>Hmm, please let us know what you think of our respective work, if you can - I'm the guy who wrote TFS. <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>DMH has the right idea about the book, too - it's basically a variant "spellcasting" system, like psionics, for another example, and tries to avoid requiring an Industrial Revolution-type set-up for a game to make use of it. If you don't like the default flavor text - magic as "gremlins" and technologists as half anti-magical experts and half fantasy scientists - there are some suggestions for tweaking the device lists to get something either focused on a particular tradition of spellcasting or away from the antimagic basis for technology entirely. The system is very deliberately impossible according to actual science - as JustKim put it, clockwork in, fireball out (and there's a device that does exactly that).</p><p></p><p>If you're inclined to use both in the same campaign or setting, you might fiddle with the Mechamancy rules a bit (they require spellcasting to create, IIRC) so technologists can take part in their creation as well, and reserve the ridiculous super-tech for technologists, who get some crazy stuff at high levels to compete with <em>miracles</em> and <em>shapechanges</em> from the other guys - the aforementioned ray that hits before you fire it, an obscenely powerful death ray that comes with its own pocket dimension, a device that lets you teleport opponents around by way of lakes of acid, that sort of thing. <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>At the very least, you might consider pilfering the expanded masterworking rules and modified craft point rules, since they tend to make mundane items more important and adventuring builder-type characters easier to fit into an ongoing campaign, respectively. Let me know if there's anything I can help you with, and, er, sorry I didn't see this thread earlier. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Kelleris, post: 3422656, member: 19130"] Hmm, please let us know what you think of our respective work, if you can - I'm the guy who wrote TFS. :) DMH has the right idea about the book, too - it's basically a variant "spellcasting" system, like psionics, for another example, and tries to avoid requiring an Industrial Revolution-type set-up for a game to make use of it. If you don't like the default flavor text - magic as "gremlins" and technologists as half anti-magical experts and half fantasy scientists - there are some suggestions for tweaking the device lists to get something either focused on a particular tradition of spellcasting or away from the antimagic basis for technology entirely. The system is very deliberately impossible according to actual science - as JustKim put it, clockwork in, fireball out (and there's a device that does exactly that). If you're inclined to use both in the same campaign or setting, you might fiddle with the Mechamancy rules a bit (they require spellcasting to create, IIRC) so technologists can take part in their creation as well, and reserve the ridiculous super-tech for technologists, who get some crazy stuff at high levels to compete with [i]miracles[/i] and [i]shapechanges[/i] from the other guys - the aforementioned ray that hits before you fire it, an obscenely powerful death ray that comes with its own pocket dimension, a device that lets you teleport opponents around by way of lakes of acid, that sort of thing. :) At the very least, you might consider pilfering the expanded masterworking rules and modified craft point rules, since they tend to make mundane items more important and adventuring builder-type characters easier to fit into an ongoing campaign, respectively. Let me know if there's anything I can help you with, and, er, sorry I didn't see this thread earlier. :D [/QUOTE]
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