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#1 |
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Join Date: Jan 2008
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I'm trying to think of fun things to do with Artificers in Dungeon Fantasy. Magic has a whole section on Alchemy to give ideas for potions and charms, and that's great for Artificers, but Artificers can also make engineering gadgets, and I'm not sure what to do with those. It doesn't seem quite right to let DF Artificers make machine guns, flame throwers and other typical "Quick Gadgeteer" stuff. Are there any resources to give ideas for what to do with low-tech Quick Gadgeteers? Simply using Quick Gadgeteering to jury-rig copies of low-tech equipment like crossbows or other DF1 stuff seems like a waste of a good advantage.
-Max |
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#2 |
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Join Date: Jul 2006
Location: Oxford, UK
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There are tons of things you can use
Thats all I can think of at the top of my head at the moment. I'm sure other forum members could expand this list as well. |
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#3 |
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Join Date: Jan 2008
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Hmm. Okay, that's a start. Looks like it's going to be mostly miscellaneous, problem-specific stuff that's mostly dependent on the player's creativity. E.g. you need to cross a chasm, and you just killed a giant eagle--Gadgeteer says, "Hey, I can make a hang glider from the eagle's feathers!"
-Max |
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#4 |
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Join Date: Jul 2006
Location: Oxford, UK
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Not to mention and Artificer should be able to come up with some traps of their own. No more running into the monsters when you can have them chase you to thier DOOM!
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#5 |
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Join Date: Sep 2004
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About the one thing that disappointed me when I saw the artificer was that I half-expected a D&D style artificer capable of creating temporary magic items on the fly.
Still, I love the DF Artificer all the same. I love gadgeteers. |
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#6 |
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Join Date: Sep 2004
Location: Canada
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"normal" gadgeteers operating in a TL 8 game make TL 8 (or 9ish) stuff. Shifting down to TL 3(ish) means you should be looking at TL 3-5 stuff, although feel free to stretch that a little with the inclusion of alchemical materials.
"Flamethrowers" aka fire syphons are TL 2, IIRC - they were used historically. Iron "bomb" grenades, molotov cocktails and other interesting incendiaries are definitely in-scope, although they'd depend on alchemy instead of chemistry in a DF setting. I've had PC's mix up a blend of water and lamp oil to try to float flammables down into monster burrows before setting them on fire - this kind of slightly hare-brained scheme works better when you're a gadgeteer for sure. Clockwork automata to distract stupid monsters briefly or set off traps? Bracing unstable mine shafts or designed-to-collapse trap rooms. Bridging chasms (or hang gliding over, as you noted!). Parachute cloaks. Just about everything in the Special Orders section of DF1 and DF4 is a candidate for gadgeting up.
__________________
All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#7 | ||
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Quote:
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#8 |
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Join Date: Aug 2004
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Slightly off topic: The Next Level notes that Artificer Bards can take Equipment Bond (musical intruments). The emphaisis is the author's. Implicit there is the idea that straight out Bards cannot have an instrument with which they know so well they get a bonus when playing it. B.B. is going to be Soooooooooooooooo disappointed about Lucille if that's true.
;)
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...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
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#9 | |
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Join Date: Aug 2004
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#10 | |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Quote:
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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