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<blockquote data-quote="Xaelvaen" data-source="post: 7634496" data-attributes="member: 6681906"><p>Firearms are certainly there, but they take on a heavy magical-technology feel. Form, afterall, is inspired by what we perceive - so even as they bend toward technology, the history is apparent in their structures and weaponry. Of course, firearms aren't the only weaponry - there's been a very solid blend of melee and firearms (and even archaic ranged warfare) being relatively well-balanced.</p><p></p><p>Magic is still just magic - just the practitioners of it are all Wild Mages, in one way or another. So Ice Storm is still Ice Storm, but it may bring down shards of Razor Hail (Gears of War) and do considerably more damage - or come down like snow and do nothing but entertain everyone. It's taxing, and lethal, and the reason technology became so dominant in the first place.</p><p></p><p>That being said, there is a great deal of technology trying to emulate magic, to bring people back to their same way of life as before. Large Tesla coils sit atop of city walls like giant weapons that blast enemies with jolts of electricity, some enemies will wear backpacks that are massive shielded batteries and use electrical discharge 'like magic' - very super-hero and super-villain style science.</p><p></p><p>My favorite aspect, that the players just recently discovered, is magical remedies versus pharmaceutical. Magical remedies, as presented by typical D&D, just make bad things go away. Remove Disease and Poison, Remove Curse, and similar spells are miracles. These remedies are still created, if you're willing to risk the chaos - and in a pinch, who wouldn't be? Scientific medicine, however, absolutely loathes these solutions and makes a large push for 'traditional' medicine. They obviously aren't so much as 'cures' as treatments for symptoms - they work, just not as directly, though the efficiency is similar due to the chaos inherent in magical cures. It has created an interesting source of intrigue for the players, thus far.</p></blockquote><p></p>
[QUOTE="Xaelvaen, post: 7634496, member: 6681906"] Firearms are certainly there, but they take on a heavy magical-technology feel. Form, afterall, is inspired by what we perceive - so even as they bend toward technology, the history is apparent in their structures and weaponry. Of course, firearms aren't the only weaponry - there's been a very solid blend of melee and firearms (and even archaic ranged warfare) being relatively well-balanced. Magic is still just magic - just the practitioners of it are all Wild Mages, in one way or another. So Ice Storm is still Ice Storm, but it may bring down shards of Razor Hail (Gears of War) and do considerably more damage - or come down like snow and do nothing but entertain everyone. It's taxing, and lethal, and the reason technology became so dominant in the first place. That being said, there is a great deal of technology trying to emulate magic, to bring people back to their same way of life as before. Large Tesla coils sit atop of city walls like giant weapons that blast enemies with jolts of electricity, some enemies will wear backpacks that are massive shielded batteries and use electrical discharge 'like magic' - very super-hero and super-villain style science. My favorite aspect, that the players just recently discovered, is magical remedies versus pharmaceutical. Magical remedies, as presented by typical D&D, just make bad things go away. Remove Disease and Poison, Remove Curse, and similar spells are miracles. These remedies are still created, if you're willing to risk the chaos - and in a pinch, who wouldn't be? Scientific medicine, however, absolutely loathes these solutions and makes a large push for 'traditional' medicine. They obviously aren't so much as 'cures' as treatments for symptoms - they work, just not as directly, though the efficiency is similar due to the chaos inherent in magical cures. It has created an interesting source of intrigue for the players, thus far. [/QUOTE]
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