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%

I'm lucky enough to get two games per week, with different groups. On a Friday, this whole topic would be a no-go area, like some of the others: any kind of non-magical technology would be lost. However, my Sunday group would probably buy this like a shot. That game is a very techno-magical game (including everything from wizards to constructs to space ships to ray guns to AI). Rules like this (while we'd tweak them like everything else we buy) would be real handy.
 

log in or register to remove this ad

I voted "no interest" because of the mix of tech in a default D&D setting. A class such as that just doesn't fit in with my concept of a fantasy world. Now if the setting justified a tech/fantasy mix, that class might work out. But IMHO it's really setting specific rather than something that is suitable for the default D&D style of fantasy.
 

Hmm.... well, I'd not so much be interested in a CLASS that somehow uses technology, what I'd be more interested in, is mechanical 'magical' items.

I fear that, no matter your best efforts, the Artificer problem (i.e. sounds cool, but in actual play has some serious drawbacks) will remain for any class structure or concept you use.

To have a sourcebook explaining 'D&D mechanics' in principle (i.e. types of mechanics, how and why of making stuff, technology trees of development, explaining why it does or does not work in a high-magic area etc.) and then adding 'gadgets' associated with different tech levels, whoe would and could use it etc. would be great.

Having an additional chapter on the interaction of magic and mechanics and the artifacts that can lead to would be great to.
 

I usually don't like neither advancing the typical D&D level of technology nor having magic common enough to become technology, and as such I would not likely buy such a book.

But I really think it's a cool idea, and would make a great d20 Modern game set in a fantasy 1800 western world, for instance with a Jules Verne style, or why not even Lovecraft.

Probably it would fit also with Eberron, of which I am not a fan however, and its lightning rail. Strange that none of those millions Eberron fan have given a positive comment here...
 



I think it's a great idea. While the mechanics are different, this is just another kind of caster from a game-play standpoint. I know some people don't like mixing genres in this way, but I'm a big peanut-butter cup fan. :)

I won't promise to buy it, but I'd definitely be interested.
 

Li Shenron said:
But I really think it's a cool idea, and would make a great d20 Modern game set in a fantasy 1800 western world, for instance with a Jules Verne style, or why not even Lovecraft.

I agree. I think it would make a better addition to d20 Modern.
 

As one of the people who has playtested Kelleris' Technologist, I have to say that it's very entertaining to dick around with. Since I got to chat with him while making up my devices, I got to make up a bunch of my own, such as my Jetpack and my Exoskeleton. There is nothing quite as entertaining as a short(!) gnome with an ego problem putting on his exoskeleton and then smashing stuff while going "WHO'S THE BIG MAN NOW?!?!"

But yeah. If this PDF has a well-laid out set of rules for how to figure out your new device's level of power? I'll buy it in a snap.
 

I like dark chocolate peanut butter cups, and like the idea but like the already suggestted variation with more of a gadget focus better, otherwise it seems more like an anime style thing with the highlevel stuff, of course being an anime fan thats not bad, but less generic. I'm sure this isnt what your looking for but have you considered the warlock as a base- a low power but use it whenever type- thats how I tend to think of tech.
 

Remove ads

Top