Community

 
Dungeons & Dra.. Homebrew Campaigns [PEACH] 4E - Golem Armor: Fantasy Steampunk Mecha
Jump Menu:
Post Reply
Page 2 of 2  •  Prev 1 2
Switch to Forum Live View [PEACH] 4E - Golem Armor: Fantasy Steampunk Mecha
8 months ago  ::  Oct 03, 2012 - 7:16AM #11
rampant
Date Joined: Oct 26, 2004
Posts: 8,014
I'd advise that you define the size bonus/penalty somewhere, yes i see where they come up in the system, but I think an additional entry labeled size bonus and another labeled size penalty where those things are all explained in one place would be a good idea.

I've never seen a 4e creature bigger than gargantuan, and that's including gods. 

Advantage isn't a thing in 4e, did you mean combat advantage when attacking someone from the rear arc?

The way acid attacks hit the Armor right now, smart army builders will just buy lots of acidic crossbows and nail your armors with those until thair Armor is gone.

Why only fighters, knights, and artificers? Barbarians, rangers, and wardens would probably want these as well, although the limits on power use dose make this seem a little clumsy for PCs to use. 

Also why are Golem suits dependent on gears and such? Why not link the pilot directly to the elemental who then animates the suit?

I think you need to either simplify this a bit, or walk us through an example mech.
Quick Reply
Cancel
8 months ago  ::  Oct 03, 2012 - 1:47PM #12
HentaiZonga
Date Joined: Jul 1, 2009
Posts: 89

Oct 3, 2012 -- 7:16AM, rampant wrote:

I'd advise that you define the size bonus/penalty somewhere, yes i see where they come up in the system, but I think an additional entry labeled size bonus and another labeled size penalty where those things are all explained in one place would be a good idea.




*nod* editing now.

I've never seen a 4e creature bigger than gargantuan, and that's including gods.




True, but sometimes you just want a city-sized metal behemoth, you know?

Advantage isn't a thing in 4e, did you mean combat advantage when attacking someone from the rear arc?




Yes, I mean combat advantage. I'll edit this.

The way acid attacks hit the Armor right now, smart army builders will just buy lots of acidic crossbows and nail your armors with those until thair Armor is gone.





Why only fighters, knights, and artificers? Barbarians, rangers, and wardens would probably want these as well, although the limits on power use dose make this seem a little clumsy for PCs to use.




*nod* I should probably remove the class restriction; it was from an earlier method of AEDU-power usage.

Also why are Golem suits dependent on gears and such? Why not link the pilot directly to the elemental who then animates the suit?




well, in a sense that's exactly what happens. The gears and such are the focus by which the pilot is connected to said suit. To me (and my general way of thinking about D&D-style fantasy), your question is like saying "why are humans dependent on muscles and brains and organs and such? Why not link the person directly to their body?" - D&D magic often only concerns itself with the "what", but in my mind, there's always a "how" lurking in the background as well.

I think you need to either simplify this a bit, or walk us through an example mech.




Certainly! I will make one or two source edits, and then do so in this post.

 

Quick Reply
Cancel
8 months ago  ::  Oct 03, 2012 - 2:01PM #13
rampant
Date Joined: Oct 26, 2004
Posts: 8,014
What I mean is that traditionally golems are either hollow or solid lacking in defined joints or complex machinery and given flexibility, motion, and senses by the power of the elemental they are bound to via a similar process to that which binds the anima to a rotting corpse or skeleton who would also be mechanically incapable of directed motion thanks to their ligaments being gone or rotting.

The gears and such don't seem needed if the elemental can already animate and give life to what are essentially statues.
Quick Reply
Cancel
8 months ago  ::  Oct 03, 2012 - 8:59PM #14
HentaiZonga
Date Joined: Jul 1, 2009
Posts: 89

Oct 3, 2012 -- 2:01PM, rampant wrote:

What I mean is that traditionally golems are either hollow or solid lacking in defined joints or complex machinery and given flexibility, motion, and senses by the power of the elemental they are bound to via a similar process to that which binds the anima to a rotting corpse or skeleton who would also be mechanically incapable of directed motion thanks to their ligaments being gone or rotting.

The gears and such don't seem needed if the elemental can already animate and give life to what are essentially statues.




Well, to be fair, that depends on what kind of fluff you want. A central conceit of my system is that Escaflowne-style gears and pulleys and steam are "how it's done", because giant steam-powered mecha are just damn cool. It also allows for a semi-realistic sense of design, construction and maintenance of war machines, which is a fun genre that I'm hoping to at least partially emulate.

Quick Reply
Cancel
Page 2 of 2  •  Prev 1 2
Jump Menu:
 
Dungeons & Dra.. Homebrew Campaigns [PEACH] 4E - Golem Armor: Fantasy Steampunk Mecha
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing