My in-progress homebrew/conversion is available at: Google Docs I'm fairly happy with the conversion of the backgrounds from the Iron Gods Player Guide to 2e.
Some things I'm stuck on:
How does technology fit into the game?
The Technologist feat become kind of a feat requirement for dealing with technology in 1e.
Some thoughts I have about how to deal with it in 2e:
- 1. The feat works as in 1e. You are untrained in all skills when the subject is technological.
- 2. Without the feat, you treat your proficiency bonus as 1 step lower when the subject is technological (trained is like untrained, expert is like trained, etc.)
- 3. Without the feat, you suffer a -2 penalty when the subject is technological.
- 4. Ignore the feat and let players interact with technology without penalty.
#4 is essentially what I did in book 1 during the playtest. This is an adventure about technology, so it worked fine. But I do like the feeling of having the technology be otherworldy and so require some investment to really grasp.
How do guns work?
There's the thread about guns but nothing really surfaced. Touch AC is gone in 2e which is fine. But how to differentiate them from other ranged weapons. My gut says give them a benefit and a drawback compared to crossbows.
I like the idea of handguns having Deadly or Fatal and a new Close Ranged weapon trait that does something like increase the penalty due to range to -3 per range increment rather than -2. Not sure about longarms; though Volley would work, I suppose.
What's a simple rubric for converting magic items to technological items?
Trying to convert 1e items to 2e is beyond my ability at this point. It seems simpler to convert 2e magic items to 2e technological items. Some of these are kind of simple, just reskin the item, so an elixir of life becomes a single-use nanite hypogun (or something).
But the more complex ones are conversions like turning bracers of armor into technological armor. My instinct is to make the armor take batteries (and so can power down after a certain number of hits or combats or days or whatever); but then I'd like it to have an upside or the players just sell the technological item and buy the magical one. The technological one could be cheaper (since it eats money), but that's a little boring?