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Old 12-19-2015, 07:30 PM   #11
Ulzgoroth
 
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Default Re: Tech for DF/Fantasy Game

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Originally Posted by malloyd View Post
Anyway, the conventions of fantasy were set by the forms of the stories had when they were frozen by popular printed editions, so fantasy stories have essentially the technology of the 16th to 18th century minus those plot violating innovations, which mostly amounts to no widespread firearms.
Don't really think the idea that thee stories didn't import guns because it would disrupt the plot, specifically, is convincing.
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Old 12-20-2015, 12:04 AM   #12
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Default Re: Tech for DF/Fantasy Game

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Originally Posted by Ashtagon View Post
That way, TL0 characters don't get too many free points.
How is it "free points" to be penalized on a bunch of skills and be stuck with stone axes instead of high-quality steel ones?
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Old 12-20-2015, 04:54 AM   #13
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Default Re: Tech for DF/Fantasy Game

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Originally Posted by simply Nathan View Post
How is it "free points" to be penalized on a bunch of skills and be stuck with stone axes instead of high-quality steel ones?
See the Low TL disadvantage, B22. It's "free points" if you're a character who doesn't make much use of equipment: a spellcaster might be built to operate that way, as might a specialised grappler.
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Old 12-20-2015, 10:28 AM   #14
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Default Re: Tech for DF/Fantasy Game

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Originally Posted by johndallman View Post
See the Low TL disadvantage, B22. It's "free points" if you're a character who doesn't make much use of equipment: a spellcaster might be built to operate that way, as might a specialised grappler.
Spellcasters wear armor in GURPS, because they can and not wearing armor is generally suicidal. This is as much the case in DF as it is in regular GURPS.

Specialized grappers with no armor and no weapons die horribly in DF. They tend to be dissolved by ooze, giant slug spittle, impaled on spiky monsters, and so forth. It's an even worse problem than being an unarmed striker-style martial artist.
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Old 12-20-2015, 10:45 AM   #15
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Default Re: Tech for DF/Fantasy Game

At least at the start of the game, a Coleopteran Barbarian focused on grappling should have reasonable DR even if it's only got TL0 and has to focus on grappling because it doesn't understand complicated machines like "levers".
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Old 12-20-2015, 02:57 PM   #16
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Default Re: Tech for DF/Fantasy Game

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Originally Posted by Koningkrush View Post
Also, fantasy doesn't always have to exclude gunpowder. They had gunpowder in Lord of the Rings for example. All that matters really is balance.
For example, it would be cool if some kind of magical or technological gun could be rarely found in secluded Dwarven societies.
If you are willing to risk the effect on play, let the Dwarves with their gunpowder build "harmonica guns."

". . . a form of firearm which was breech loaded with a steel slide, containing a number of chambers bored in it and which were filled with projectiles." https://en.wikipedia.org/wiki/Harmonica_gun

Basically it lets a fairly primitive gun fire multiple shots in succession -- then you can re-load a new slide/harmonica in a few seconds and fire five or six more shots.

In our time line they didn't work well because such weapons (and the interchangeable slides carefully matched to each individual gun) required very demanding metallurgy and painstaking precision fitting.

Did someone say "Dwarves"?

You could even make them without percussion caps -- have a "scent-bottle" dispenser for priming powder for a flintlock. Or wheellock -- have the lever action that advances the ammunition slide also wind the lock.
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Old 12-20-2015, 03:28 PM   #17
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Default Re: Tech for DF/Fantasy Game

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Originally Posted by fredtheobviouspseudonym View Post
If you are willing to risk the effect on play, let the Dwarves with their gunpowder build "harmonica guns."

". . . a form of firearm which was breech loaded with a steel slide, containing a number of chambers bored in it and which were filled with projectiles." https://en.wikipedia.org/wiki/Harmonica_gun

Basically it lets a fairly primitive gun fire multiple shots in succession -- then you can re-load a new slide/harmonica in a few seconds and fire five or six more shots.

In our time line they didn't work well because such weapons (and the interchangeable slides carefully matched to each individual gun) required very demanding metallurgy and painstaking precision fitting..
These kinds of weapons can only work with metal cartridges. A flintlock or wheel-lock made like this is likely to injure the user because all of the chambers will fire off at once.
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Last edited by DanHoward; 12-20-2015 at 03:37 PM.
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Old 12-20-2015, 03:46 PM   #18
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Default Re: Tech for DF/Fantasy Game

For DF style Dwarven gunpowder weapons I always liked the idea of explosive bolts for a crossbow.
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Old 12-20-2015, 03:54 PM   #19
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Default Re: Tech for DF/Fantasy Game

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Originally Posted by DanHoward View Post
These kinds of weapons can only work with metal cartridges. A flintlock or wheel-lock made like this is likely to injure the user because all of the chambers will fire off at once.
You would also need uniform systems of measurement, otherwise you'd only be able to buy stuff from ONE source
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Old 12-20-2015, 04:03 PM   #20
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Default Re: Tech for DF/Fantasy Game

You need a Charles whitworth, the inventor of the micrommeter and also the Whitworth rifle which was favoured by some of the sharpshooters of his era. A key figure in standardization.
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