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Would You Buy This Book?

So, What's the Verdict?

  • Yes, absolutely!

    Votes: 15 9.1%
  • Yes, but I have some requests...

    Votes: 19 11.6%
  • No, but I'm willing to negotiate...

    Votes: 32 19.5%
  • No, I have absolutely no interest in this.

    Votes: 98 59.8%

Kelleris

Explorer
I recently got the chance to publish, in PDF format through EN Publishing, something I’ve been working on for a good while. How that happened is a long story, but the reason I’m posting is because I would like to get a sense of how interested the denizens of EN World would be in my take on a fairly esoteric topic, before I commit to the (pretty extensive) project of writing a PDF book in an organized and timely manner (as compared to writing it in my spare time, which is neither organized nor timely).

The project in question is my take on a Technologist as a base class for otherwise fairly normal D&D games that want to have a high-technology “spellcasting tradition” alongside their arcane, divine, and possibly psionic counterparts. I conceive of my technologist as forming a forth option for aspiring wonder-workers, rather than the more common widespread steampunk-type way of working technology into a fantasy setting. The idea is that technology isn’t really a huge mystery per se, and it isn’t static in the sense that nobody is interested in it, and it therefore never develops. Instead, it’s simply the cosmic underdog – any technology above a certain (D&D default) level just doesn’t work very well, even if commune-ing clerics and contact other plane-ing wizards long ago figured out the physical laws of reality.

In my own campaign, this is because magic relies on reality-distorting static produced by planar interactions – this static makes the operation of physical laws uncertain. But the dominance of magic over technology can be explained in a number of ways; perhaps the gods prevent high technology from working because they see it as inimical to their power source, or maybe the metaphysical laws of the multiverse are simply changing naturally over time to something without consistently-operating physical laws, something based instead on the beliefs of mortals or the mysterious flow of arcane power.

The upshot of all this is that super-tech is possible, but it takes a special kind of “spellcaster” to manage – someone who can remove the taint of magic from the device as well as design and build it. The result is a Technologist that fits in well with a high- or mid-magic world, since it’s built with the assumption that technology is, like other kinds of spellcasting, limited to specialists and impossible to mass-produce. It's a spellcasting tradition or discipline, not an industry.

As for the specific details, the class is a point-based caster class with a pyramidal progression – they get many more lower-level devices (“gadgets”) than they get high-powered ones (“artifacts”). Their point progression (“stabilization points”) is also bottom-heavy, with level-one-equivalent devices costing a mere 5 points to activate and level-nine-equivalent ones costing a whopping 135 points. In addition to making the class progression more linear (and avoiding the common spellcaster problem of cream-puffery at low levels and omnipotence at high levels), this has the effect of encouraging technologist characters to rely on their tried-and-tested tools, while saving the orbital deathray for special occasions. :]

In general terms, the class has a limited number of devices known (about 35 over the progression), coupled with a roughly wizard-like number of slots (though these slots are slanted toward lower levels, as noted). In exchange for being relatively weak as full casters go, they receive cleric BAB (though many more devices than spells require attack rolls), 6+ skills (from a list roughly as good as a bard’s, but focused on science and technology – so not many social skills, sneaking, or athletics skills), and some other benefits.

Well, I could continue to pontificate, but howsabout a sample device to explain things with? :) I’ll start at the top – here’s the Imperial null-space cannon:

The Technologist said:
Imperial Null-Space Cannon
Artifact (greater) [Acid, Cold, Electricity, Fire, Sonic, Null-Space]
Activation Time: 1 full round
Range: 1000 feet
Area: Cylinder (80-foot radius, 500 feet high)
Duration: Instantaneous; see text
Saving Throw: See text
Activation Cost: 135 points
Weight: 3 lbs.; see text

The imperial null-space cannon is an unbelievably destructive artifact, an enormous energy beam generator the size of a large building that remains safely tucked away in its own personal demiplane until called forth by its creator to wreak destruction upon his enemies. It must be activated for 3 consecutive rounds to have its full effect, as it manifests on the technologist's plane and gathers energy. This process generates a separate effect each round, as follows:

1st Round: The null-space cannon begins to manifest as a gigantic, ominous shadow in the sky approximately 500 feet above the targeted area. It draws the energy in the area into itself as it prepares to fire. This bleaches the colors out of the immediate area and sickens living creatures in the area, as well as weakening the structural integrity of any inanimate objects in the area. Creatures must make a Fortitude save or be dazed for one round and sickened for 1 minute per activation level afterwards. Even creatures normally immune to these effects, such as undead and constructs, must save; the weapon draws indiscriminately on the motive energies of every creature in the area. Additionally, all inanimate objects in the area lose their hardness ratings for 1 minute as the cannon disrupts their substance.

2nd Round: The null-space cannon is clearly visible as a monolithic array of dull metallic machinery and focusing lenses overhead, and is clearly surging with power. It may be attacked at this point, though it is treated as incorporeal for determining what attacks can affect it. It has an AC of 0, Hardness 20 and 20 hit points per activation level. The energies being drawn toward the cannon manifest as glowing streamers of light, and the ground shudders and rips with the force. This has the effect of an earthquake spell as cast by a druid of the technologist’s activation level. Any creature witnessing this display must make a Will save or be shaken for 1 minute per activation level. This is a mind-affecting effect.

3rd Round: The null-space cannon is fully manifested in this round, and may be attacked normally by anyone not already incapacitated or running for their lives. The massive energies of the cannon distort space-time in the area of effect, automatically slowing everyone in the area of effect, with no save. At the end of this round the cannon fires unleashing all the energy it has gathered, stored, and multiplied a hundredfold. A titanic beam of magenta energy lances down from overhead and obliterates everything in the area, dealing 2d6 points of damage per activation level (max of 60d6), with a Reflex save for half damage. Normal energy resistance does not apply against this effect; instead, any degree of resistance or immunity to an energy type reduces the damage by 5 per energy type the creature is protected against.

The effect must be placed 500 feet off the ground, however, as that is where the cannon manifests. Once it has begun to gather energy, however, the process cannot be halted by spells and effects that ward against plane shifting, as the immense forces being harnessed overpower any such effect.

Expensive Components: Rare focusing crystals costing 11700 gold pieces may be incorporated into the null-space cannon’s focusing arrays, allowing it to retain and release energy without losing a single iota of power. These crystals inevitably shatter under the strain, but when they are used they increase the DC of all saving throws caused by the null-space cannon by 2 and cause the blast at the end of the 3rd round to deal maximum possible damage.

You can see a few more details from this example. As you can see, Technologists are pretty good at blowing things up. This talent is balanced by a weakness in other areas to create a unique set of strengths and weaknesses that complements the well-known strengths and weaknesses of divine and arcane magic. Technologists are particularly skilled at aiding and employing skill checks, for instance, and many devices require one of a variety of skill checks to function optimally. Their healing ability is between the wizard's and the cleric's, but closer to the wizard's. And so on.

Also worth noting is the listed expensive component. The majority of devices (in the neighborhood of 80%) have such components, using them to increase their effectiveness in lieu of the magical traditions' metamagic feats. They pay for these with craft points, using a system adapted from that presented in Unearthed Arcana.

This particular device is also an excellent example of the bottom-heavy progression that Technologists employ. Note the 135-point activation cost - spread out over the 3 full rounds of the device's use, this come out to 435 stabilization point to use the Imperial null-space cannon effectively. This is a little more than half the base number of stabilization points that a 20th-level technologist gains.

Another major theme is antimagic, spell-like abilities that can be taken in place of a device selection. Although technological devices are incapable of manipulating magical energies themselves, Technologists can with some practice channel their ability to purify their devices of magical influence into more potent ways of countering the powers of the other spellcasting disciplines. For instance, at the other end of the scale a beginning Technologist could learn to suppress spell:

The Technologist said:
Suppress Spell
Gadget (lesser) [Antimagic]
Activation Time: 1 swift action
Range: Personal
Target: One spell effect active on your person
Base Duration: 1 round
Activation Cost: 5 points
Weight: 0 lbs.

By summoning a momentary surge of antimagic, you attempt to suppress a single spell you are currently suffering from. Make an activation level check against a DC of 11 + the caster level of the spell; if you are successful, the spell is suppressed for one round, after which time it resumes its normal effects. Time spent suppressed by this ability counts against the spell’s duration.

Those are the basics of the class. The book in question will present the Technologist, a list of devices roughly equal in number to the number of psionic powers in the XPH, and various other things to help introduce high technology into your campaign as a spellcasting tradition.

So, would you buy this book? If so, what would you like to see, beyond the basics? Is there anything that concerns or particularly interests you? If not, is there anything that would convince you to at least take another look?

I'd much rather know what kind of interest level I'm getting into than find out after the project is completed! :D
 

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Rystil Arden

First Post
Is the Technologist still immune to all magic except his own stuff? (If I'm just going crazy and don't remember a discussion about this a few months ago, feel free to ignore me :D)
 

Kelleris

Explorer
Hmm... In what way does "technology as magic" bother you? I'm not saying it is magic, just that it uses a similar type of progression (low-level effects to high-level effects) and is incorporated into a campaign in a way similar to how you would incorporate a new casting type into a game (a la psionics).

Just making sure that that's the problem. Assuming that's so, is there anything that would make it more useful for you? I've been toying with making different versions of a base class (like the Battle Sorcerer in Unearthed Arcana) - perhaps something that has unlimited use of a limited number of devices, similar to the Warlock, would be more to your tastes? In that case you could make the adjustment to the altered base class and use the presented device lists unchanged, while dropping the points-as-slots feel.

That said, if it's a matter of the trappings and options of the class, I do have some things I haven't mentioned, in particular a system for masterworking devices to tweak their effects, allowing for the character to tinker away to his heart's content.

I'm eager to please, you see. :)
 

Kelleris

Explorer
Rystil Arden said:
Is the Technologist still immune to all magic except his own stuff? (If I'm just going crazy and don't remember a discussion about this a few months ago, feel free to ignore me :D)

*cough*

No, that was an idea for a specific high-level device, which I've decided not to go with based on the discussion in that thread (may have something that grants continual reasonable SR, though, we'll see). The Technologist has no special protection against magic unless he loads up on antimagic abilities. That said, you could make a heck of a forsaker by sticking purely to the antimagic side of the class.

In fact, Technologists have a problem with mages - they can attempt to disrupt devices simply by converting spell slots into magical static and "gumming up the works", as it were. It's not guaranteed, of course, (it works similar to using dispel magic to counter spells) but it's an option for mages interested in countering a Tecnologist.
 



Kelleris

Explorer
ElvishBard said:
Have you ever played Arcanum: of steamworks & magick obscura, because the idea for the technologist is remarkably similar.

Very briefly. I quit when I decided I wasn't happy about my gnome stumbling into town with great big charisma penalties because some woodland creature had clawed half my face off. I also looked into the gamefaqs.com faq to see if there were any devices worth adapting to this system, but I couldn't find any of particular interest.

Come to think of it, I've meant to try Arcanum again for a while. Hmm...

EDIT: I started on this after the game came out but before I played it or heard much about it, so I'm not really sure if that's where the idea originated. Hard to say, really.
 

JustKim

First Post
No, I already own a number of books which cover the subject in some way or another, and wouldn't be interested in another. Sorry.
 


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