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| DragonMech | |
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W. Birkin Veteran
Gender : Number of posts : 490 Age : 38
| Subject: DragonMech Wed Jul 06, 2011 9:26 pm | |
| "DragonMech is a medieval fantasy campaign setting unlike any other. It is a world destroyed by relentless lunar meteor storms called the lunar rain. To survive, the surface races have used magical and mechanical means to build thousand-foot-tall city-mechs, which now house most of civilization. Kingdoms have been replaced by mobile mechdoms, and the mounted knight is anachronistic in the face of steam-powered combat mechs. While lunar creatures launch invasions from the skies, fleets of smoke-belching steam-mechs battle for scarce supplies of wood, steel, and coal." You can download the books bellow. http://www.megaupload.com/?d=ya0i6wt4 | |
| | | Tool Survivor
Gender : Number of posts : 22 Age : 35
Character Sheet Name: Weapons: Items:
| Subject: Re: DragonMech Wed Jul 06, 2011 11:15 pm | |
| This certainly seems intresting. | |
| | | Trig Failed Experiment
Gender : Number of posts : 14 Age : 98
Character Sheet Name: Weapons: None Items: Nothing
| Subject: Re: DragonMech Thu Jul 07, 2011 3:30 am | |
| Does this mean I finally get my steampunk gundam? | |
| | | W. Birkin Veteran
Gender : Number of posts : 490 Age : 38
| Subject: Re: DragonMech Thu Jul 07, 2011 3:28 pm | |
| - Triggitius wrote:
- Does this mean I finally get my steampunk gundam?
Yes trigger, yes, it does. | |
| | | Trig Failed Experiment
Gender : Number of posts : 14 Age : 98
Character Sheet Name: Weapons: None Items: Nothing
| Subject: Re: DragonMech Fri Jul 08, 2011 3:26 am | |
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| | | W. Birkin Veteran
Gender : Number of posts : 490 Age : 38
| Subject: Re: DragonMech Fri Jul 08, 2011 3:11 pm | |
| when I'm done learning this. | |
| | | Trig Failed Experiment
Gender : Number of posts : 14 Age : 98
Character Sheet Name: Weapons: None Items: Nothing
| Subject: Re: DragonMech Sat Jul 09, 2011 3:59 am | |
| You have until August 9ish, when my gratification will be the most instantaneous. | |
| | | W. Birkin Veteran
Gender : Number of posts : 490 Age : 38
| Subject: Re: DragonMech Sun Jul 10, 2011 6:06 am | |
| What I've learned thus far:
* There are five different types of mech, each centered around one of the five different power sources: Steam, Man, Animated, Clockwork, and Undead.
* Mech stats are handled in the same way as monster entries, with minor re-wording and definitions as to their stats.
* Mechs use partial movements during combat, meaning they can move or attack during a turn, but not both. To do that, the pilot needs certain feats or special mech modifications.
* Most mechs follow the same size categories from large to colossal, but can be as big as colossal 2-5. A second group of mechs known as City Mechs are categorized A through F and are larger than any other mechs, but function in the same manner.
* Mechs can use the same weapons as standard player characters, as long as they're scaled to the appropriate size. An example would be that a medium longsword would equal a small dagger when used by a mech.
* Mechs can weild magical weapons as a player would, assuming they meet the requirements to do so. They can use magic as well.
* Mechs only have two Ability Scores: Strength and Dexterity. When a mech would need to make a roll associated with Constitution, Intelligence, Wisdom, Charisma or a Will saving throw, the player's standard character makes the check instead.
* Orcs are dicks, even in this world. They favor man-powered mechs, which require a lot of hard, physical labor. While Elves are lazy bastards, using animated mechs that are essentially magic-guided golems.
* I've yet to see any dragon shaped mechs.
Last edited by Dinobot on Mon Jul 11, 2011 8:14 am; edited 1 time in total | |
| | | Trig Failed Experiment
Gender : Number of posts : 14 Age : 98
Character Sheet Name: Weapons: None Items: Nothing
| Subject: Re: DragonMech Mon Jul 11, 2011 1:51 am | |
| GOD FUCK THIS KEYBOARD CAPS IS LOCKED AND I CANT PUNCTUATE
I WAS KIND OF JUST HOPING FOR YOUR STANDARD MEDIEVAL ROMP THAT JUST SO HAPPENS TO HAVE PRIMITIVE MECHS SORT OF LIKE FINAL FANTASY SIX
BUT I CAN PROBABLY GET BEHIND THIS AFTER A FASHION IF THE CAMPAIGN IS WELL THOUGHT OUT ENOUGH
IF I CAN HELP IN ANY WAY JUST PM ME | |
| | | W. Birkin Veteran
Gender : Number of posts : 490 Age : 38
| Subject: Re: DragonMech Mon Jul 11, 2011 8:12 am | |
| Mind you trigger, the facts I mentioned above are in regards to the Dragonmech world, not from where our campaign's standpoint. While our campaign will have mechs, to what degree I haven't decided just yet, we're probably going to incorporate only the minimum of rules and regulations needed.
In our next campaign (which will still be in Odinia, the world of our last dnd campaign), steampunk tech is still a fairly new, having existed for only a couple of decades at most.
The technology is something that while not unseen or unheard of by the common wealth, its something that you just don't see a great deal of. Many view steampunk tech as an inferior alternative to traditional and magical technology, with few practical applications of its own. On top of that, steampunk technology is expensive, with only the wealthiest kingdoms, cities, and individuals having access to it.
generally, steampunk technology can be broken down into three categories:
Combat: Pretty straight forward. Mech suits, siege machines and other units that are specifically designed for combat situations. Whether it be on the front lines of war, or outside the castle gates guarding the royalty. Most military units would be held as a last resort.
Industrial: These units vary in size and shape but are generally designed and used for industrial or commercial use. The most common industrial mechs would be those used in logging and mining operations.
General: These units encapsulate just about any item that's powered by a steam powered engine, but may not necessarily be a mech in and of itself. Examples would include grain mills, irrigation systems, cranes, but not may also include mundane items such as fountains, clocks and other such things.
Ugh, im exhausted. This post as little of it as there is, took a lot more time think out. I'll comment more on it later, or more extensively before we get to campaigning. if you guys have ideas or suggestions, feel free to share. | |
| | | Z 1 Shotgun Surgeon
Gender : Number of posts : 79 Age : 31
Character Sheet Name: Talethal Yoric Weapons: Aeromancer Items: Lute, Raiper
| Subject: Re: DragonMech Mon Jul 11, 2011 3:00 pm | |
| http://invisiblecastle.com/roller/Birk, this is a dice roller, it will allow us to make accounts, hook them up to a game, and for us to post them here, and you to keep track of rolls, and prevent tampering, it will also allow secret rolls, if we plan on any backstabbing, or get separated. | |
| | | W. Birkin Veteran
Gender : Number of posts : 490 Age : 38
| Subject: Re: DragonMech Tue Jul 12, 2011 4:45 am | |
| Basic Mech Combat Summary --------------------------------------------
When piloting a mech, the pilot and the mech's stats are intertwined to a certain degree.
Normal pilots can either move or fire a mech. With the Mechwalker feat, a pilot can move a mech in the same round he fires a weapon. With the Mechidextrous feat, a pilot can move a mech in the same round he fires two weapons.
–2 penalty to ranged attacks when running or charging in a mech.
Mech initiative = mech’s Dexterity modifier + pilot’s Dexterity modifier + relevant pilot feats (e.g., Improved Initiative).
Mech AC = 10 + mech size modifier (+ pilot’s Dex modifier if he has Mech Dancer feat).
Mech melee attack modifier = mech’s Strength modifier + mech’s size modifier + gunner’s Dexterity modifier + gunner’s mech attack bonus.
Mech ranged attack modifier = mech’s Dexterity modifier + gunner’s Dexterity modifier + gunner’s mech attack bonus.
Called shots suffer a –4 penalty and provoke an attack of opportunity; targeted crew areas receive opposed Reflex saves to escape damage. | |
| | | W. Birkin Veteran
Gender : Number of posts : 490 Age : 38
| Subject: Re: DragonMech Tue Jul 12, 2011 5:54 am | |
| The way this guy presents the information in his books is abstract and annoying to read. Instead of having single pages dedicated to blocks of text, he has tidbits of info in 3 column sections. There's no bookmarks and the table of contents isnt even 100%.
I still haven't found a set of directions that tells you how these things are supposed to work in-game. There's tons of info in the books themselves, but that pertaining to the actual game mechanics is hidden for the most part. Then again, I could be missing the point... I'm not very good at picking up new systems on the fly, so if someone could me in researching this, I'd appreciate it. | |
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