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Steampunk Paragon Paths
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<blockquote data-quote="Grimgrin" data-source="post: 4568615" data-attributes="member: 78830"><p><span style="color: plum"><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> THX for the feedback/interest.</span></p><p> </p><p><span style="color: plum">VIDKIM,</span></p><p> </p><p><span style="color: plum">I might add some heroic level powers (no more than one per class level) that apply specifically to steampunk weapons/vehicles latter on, but I don't see any need to create an entire set of heroic classes. I am adding the "Artificer" and like many of the homebrew classes posted here including the "Shadow Mage" by Cadfan and "Lancer, Dreadnaught, and Gambler" by FF6shadow. </span></p><p></p><p><span style="color: plum">Note that firearms can be applied to any ranged weapon attack powers, and pistols apply to the rogues "crossbow" attack powers. If I make any epic classes it will be only one or two.</span></p><p> </p><p><span style="color: plum">SIR BRILLIG,</span></p><p> </p><p><span style="color: plum">I wrote up these weapon stats before I used them in play. Jamming was to demonstrate the unreliablity of firearms and "armor piercing" was to compensate for the added aggravation. Initially we tried "armor piercing" as a property that allowed the user to use firearms as DEX vs Fortitude/Reflex (which ever is higher) showing that firearms easily blow through archaic armors, but this proved too powerful.</span></p><p> </p><p><span style="color: plum">After a few game sessions we dropped jamming and armor piercing entirely, and just use them like long range/slower loading crossbows. </span></p><p> </p><p><span style="color: plum">I will think about steampunk modfiers/contests for skills, equipment, and vehicles after I'm finished with the last three paragons I'm working on. I haven't yet attempted vehicles for 4E. Generally I use massive vehicles such as zepplins, submersibles, locomotives, and steamliners as large moving 'dungeons' rather than having a PC "play the ship".</span></p><p> </p><p><span style="color: plum">I'm working on a PDF (a sort of STEAM-POWER ebook). I tend to post one after I finish my first draft which is almost done. What's written in the PDF will be my formalized version of what is posted above.</span></p><p> </p><p><span style="color: plum">PS: I like your user name, shows your a gentleman of superior refinement. You should check out my website: <a href="http://grimgrin4488.tripod.com" target="_blank">http://grimgrin4488.tripod.com</a> </span></p></blockquote><p></p>
[QUOTE="Grimgrin, post: 4568615, member: 78830"] [COLOR=plum];) THX for the feedback/interest.[/COLOR] [COLOR=plum]VIDKIM,[/COLOR] [COLOR=plum]I might add some heroic level powers (no more than one per class level) that apply specifically to steampunk weapons/vehicles latter on, but I don't see any need to create an entire set of heroic classes. I am adding the "Artificer" and like many of the homebrew classes posted here including the "Shadow Mage" by Cadfan and "Lancer, Dreadnaught, and Gambler" by FF6shadow. [/COLOR] [COLOR=plum]Note that firearms can be applied to any ranged weapon attack powers, and pistols apply to the rogues "crossbow" attack powers. If I make any epic classes it will be only one or two.[/COLOR] [COLOR=plum]SIR BRILLIG,[/COLOR] [COLOR=plum]I wrote up these weapon stats before I used them in play. Jamming was to demonstrate the unreliablity of firearms and "armor piercing" was to compensate for the added aggravation. Initially we tried "armor piercing" as a property that allowed the user to use firearms as DEX vs Fortitude/Reflex (which ever is higher) showing that firearms easily blow through archaic armors, but this proved too powerful.[/COLOR] [COLOR=plum]After a few game sessions we dropped jamming and armor piercing entirely, and just use them like long range/slower loading crossbows. [/COLOR] [COLOR=plum]I will think about steampunk modfiers/contests for skills, equipment, and vehicles after I'm finished with the last three paragons I'm working on. I haven't yet attempted vehicles for 4E. Generally I use massive vehicles such as zepplins, submersibles, locomotives, and steamliners as large moving 'dungeons' rather than having a PC "play the ship".[/COLOR] [COLOR=plum]I'm working on a PDF (a sort of STEAM-POWER ebook). I tend to post one after I finish my first draft which is almost done. What's written in the PDF will be my formalized version of what is posted above.[/COLOR] [COLOR=plum]PS: I like your user name, shows your a gentleman of superior refinement. You should check out my website: [URL]http://grimgrin4488.tripod.com[/URL] [/COLOR] [/QUOTE]
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