02-01-2005, 12:26 AM | #41 | ||
Join Date: Nov 2004
|
Re: G4e Tech Levels for Merlin, Homeline
Quote:
Quote:
|
||
02-01-2005, 09:42 AM | #42 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
|
Re: G4e Tech Levels for Merlin, Homeline
Quote:
Last edited by maximara; 02-01-2005 at 10:15 AM. |
|
02-01-2005, 09:50 AM | #43 | |
Join Date: Aug 2004
Location: Alexandria, VA
|
Re: G4e Tech Levels for Merlin, Homeline
Quote:
CU
__________________
Chad Underkoffler < chadu@yahoo.com > Atomic Sock Monkey Press Check out: Truth & Justice |
|
02-01-2005, 10:33 AM | #44 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
|
Re: G4e Tech Levels for Merlin, Homeline
Quote:
|
|
02-01-2005, 10:41 AM | #45 | |
Join Date: Aug 2004
Location: Alexandria, VA
|
Re: G4e Tech Levels for Merlin, Homeline
Quote:
I would have played up the "play an atypical tribe" element or "play an outsider/foreigner" element a little more, but that's about it. Your Mileage Seems to Vary. CU
__________________
Chad Underkoffler < chadu@yahoo.com > Atomic Sock Monkey Press Check out: Truth & Justice |
|
02-03-2005, 11:10 AM | #46 |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
|
Re: G4e Tech Levels for Merlin, Homeline
Another problem with bring Technomancer to 4e (and not just in term of TL) is that things have changed so such from 3e. Take Technomancer's comment on page 77's sidebar about it not using Voodoo's (Later Spirits) Ritual Magic system. But in 3e ritual magic was not driven by mana nor Magery. In 4e Magery (Ritual) and Power Investiture split aspects of Voodoo's magic system: Power Investiture took the idea of eliminating mana (but replaced with Sancitity) while Magery (Ritual) took the path mechanics but retained the mana requirement.
So in 4e terms wouldn't magic opperate differently on Merlin? If they could wouldn't demons grant Power Investiture and even with they can't there are still Demonic Contracts and Black Magic (M156) to contend with. And if there are demons running around giving out such contracts then why as per an In Nomine crossover idea would there not be angels with Angelic Contracts and White Magic? These things would royally mess up the TL scale. If you really want to mess things up you can have Technomancer-like worlds where the manafall happened for a different reason and much earlier. Halley's Comet in 1910, the Tunguska Event of 1908, or the 1178 astrioid hitting the moon resulting in a high mana zone centered at Canterbury. These settings will have really different TL for our own world and odds are events will not happen per our world. |
02-03-2005, 03:20 PM | #47 | |
Join Date: Nov 2004
|
Re: G4e Tech Levels for Merlin, Homeline
Quote:
|
|
02-03-2005, 09:38 PM | #48 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
|
Re: G4e Tech Levels for Merlin, Homeline
Quote:
If we assume as Technomacer that these stories have some basis in historical fact then Magery (Ritual) makes a great deal more sence than 'normal' Magery. |
|
02-03-2005, 11:38 PM | #49 |
Join Date: Aug 2004
|
Re: G4e Tech Levels for Merlin, Homeline
Perhaps the Hellstorm altered reality to the point where Ritual Magic no longer functioned?After all,psionic powers don't work on Merlin,so perhaps Ritual Magic doesn't work there either.
__________________
"There's only one kind of monster who uses bullets" |
02-04-2005, 09:05 AM | #50 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
|
Re: G4e Tech Levels for Merlin, Homeline
Quote:
Technomancer's statement only prevents Voodoo magic from working but that system was not really streamlined until Spirits which introduced the shortlived Ritual Adept advatange. Basicly the problem is that in 4e the Voodoo/Spirits system no longer exists as apects of it were moved to Magery based Ritual Magic (which Voodoo/Spirits isn't) and Power Investiture (which again Voodoo/Spirits isn't). Then you have the constant references to GURPS Magic which in 4e does include Ritual Magic and Power Investiture options, never mind that 4e changed in the way explosives (and therefore explosive spells) work totally messing up the balance for such spells. Take Shaped-Charge Fireball Missile for example, compared to Explosive Fireball+Penetrating Spell (2d+8) that spell is way too cheap on the low end and way too expensive on the high end. Similarly compared to the new explosion rules (B414) High-Explosive Fireball Missile is now a total FUBAR doing too much damage close to the center and damage cutting out way too soon. At a minimum under 4e rules High-Explosive Fireball Missile has a chance to hit anything within 12 yards and if you are able to max out the spell not much within 48 yards (!) is safe. For comparison the D&D spell fireball only has a range of 20 feet or not even 7 yards. Pretty much all the damage dealing spells are messed up and would need reworking to to bring it up to speed with 4e. |
|
Tags |
infinite worlds, technomancer |
|
|