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Thought Project: 4E As Science Fantasy...
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<blockquote data-quote="Pbartender" data-source="post: 4576916" data-attributes="member: 7533"><p>Absolutely the sort of thing I was thinking... It also has the advantage that, as science fantasy, you really don't need a good explanation for how the Superscience works. Much like magic, it simply does.</p><p></p><p></p><p></p><p>Like I mentioned above, I'd like magic to be technically separate from "superscience", but... As the saying goes, "any sufficiently advanced technology is indistinguishable from magic". There's really no reason to treat superscience any differently, mechanics-wise, than magic.</p><p></p><p>Having thought about it, what I personally would do is this: First, come up with stats for basic "firearms"... pistols and rifles, mainly. The stats could be based off of, say, the repeating crossbow from Adventurer's Vault. These guns, would not be especially expensive in of themselves.</p><p></p><p>"Ray guns" could simply be magical versions of these. Consider, for example, a +1 Flaming Repeating Crossbow. With a little creative description, it could, for all intents and purposes, be considered a gun that fires "Heat Rays"... At-will, all damage can be considered fire damage; It deals extra fire damage on a critical; Once per day, it deals extra fire damage and inflict on-going fire damage.</p><p></p><p>Likewise, you can have Freeze Rays (Frost Weapon), Electro-Rays (Lightning Weapon), Explosive Rounds (Flameburst Weapon), and so on.</p><p></p><p>And its a lot easier than coming up with unique stats for each.</p><p></p><p></p><p></p><p>I thought of that too... But consider adding in a single new skill "Superscience" that covers anything related to advanced technology and science. Leave it off the class lists. That makes supertech exceptional, since while anyone can use it untrained, the only way to get trained in Superscience would be to to take the Skill Training feat.</p></blockquote><p></p>
[QUOTE="Pbartender, post: 4576916, member: 7533"] Absolutely the sort of thing I was thinking... It also has the advantage that, as science fantasy, you really don't need a good explanation for how the Superscience works. Much like magic, it simply does. Like I mentioned above, I'd like magic to be technically separate from "superscience", but... As the saying goes, "any sufficiently advanced technology is indistinguishable from magic". There's really no reason to treat superscience any differently, mechanics-wise, than magic. Having thought about it, what I personally would do is this: First, come up with stats for basic "firearms"... pistols and rifles, mainly. The stats could be based off of, say, the repeating crossbow from Adventurer's Vault. These guns, would not be especially expensive in of themselves. "Ray guns" could simply be magical versions of these. Consider, for example, a +1 Flaming Repeating Crossbow. With a little creative description, it could, for all intents and purposes, be considered a gun that fires "Heat Rays"... At-will, all damage can be considered fire damage; It deals extra fire damage on a critical; Once per day, it deals extra fire damage and inflict on-going fire damage. Likewise, you can have Freeze Rays (Frost Weapon), Electro-Rays (Lightning Weapon), Explosive Rounds (Flameburst Weapon), and so on. And its a lot easier than coming up with unique stats for each. I thought of that too... But consider adding in a single new skill "Superscience" that covers anything related to advanced technology and science. Leave it off the class lists. That makes supertech exceptional, since while anyone can use it untrained, the only way to get trained in Superscience would be to to take the Skill Training feat. [/QUOTE]
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