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Using 4E D&D for a sci-fi campaign. Ideas?
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<blockquote data-quote="TwinBahamut" data-source="post: 4646860" data-attributes="member: 32536"><p>That really isn't the route I intend to take, but I suppose it is fairly valid. Saying that powers are abilities of the mech would work really well for a classic "Super Robot" style game (where "Rocket Punch", "Shine Spark", or "Hell and Heaven" are powers), particularly since mechs and characters are inseperable in that sub-genre, but for a "Real Robot" style of game where the pilot's ability is distinguished from the mech, I don't think it works as well. I intend to build a system in which powers and stats entirely refer to the pilot's ability, and mech construction basically works like normal 4E equipment, so that you can equip a mech with a sword, but you can only use it if the pilot is proficient with swords and has sword powers. Of course, it does seem to be useful to have a few weapons that practically work as Encounter Powers in of themselves.</p><p></p><p>This sounds identical to the basic premise behind the <em>Star Ocean</em> series of videogames. I like that premise. <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=":)" /> I also agree that it may work better with 4E than with any previous version of the rules.</p><p></p><p>I may have to put that idea on the shelf alongside the other campaign ideas I really want to run...</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 4646860, member: 32536"] That really isn't the route I intend to take, but I suppose it is fairly valid. Saying that powers are abilities of the mech would work really well for a classic "Super Robot" style game (where "Rocket Punch", "Shine Spark", or "Hell and Heaven" are powers), particularly since mechs and characters are inseperable in that sub-genre, but for a "Real Robot" style of game where the pilot's ability is distinguished from the mech, I don't think it works as well. I intend to build a system in which powers and stats entirely refer to the pilot's ability, and mech construction basically works like normal 4E equipment, so that you can equip a mech with a sword, but you can only use it if the pilot is proficient with swords and has sword powers. Of course, it does seem to be useful to have a few weapons that practically work as Encounter Powers in of themselves. This sounds identical to the basic premise behind the [i]Star Ocean[/i] series of videogames. I like that premise. :) I also agree that it may work better with 4E than with any previous version of the rules. I may have to put that idea on the shelf alongside the other campaign ideas I really want to run... [/QUOTE]
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