| Interjection Games |
Reviewer Endzeitgeist has said that the gadgeteer, moreso than any other Interjection Games class, needs an expansion, if only to give it more tools.
Loud and clear, sir.
Making its debut this Friday, July 25th, High Seas Gadgeteering presents a number of brand new accessories for those who want to put a little salt water in their gadgeteer's toolbox.
(If you have a request for a nautical accessory, please let me know. I've got the throughput for one more.)
The Emergency Skiff - Going down with the ship? With a pull of a string, the prepared gadgeteer has a fully-functional rowboat ready to go. Can be upgraded to include a sail, light ballista, improved hit points, increased acceleration, and an improved cargo capacity.
The Gizmocast Fishing Pole - This option for ranged combat specialists allows the gadgeteer to cast various "gizmobobbers", which do everything from heal in a small radius to trigger conical bursts of energy in a remote location. The number of bobbers that can be cast in a round is limited only by your base attack bonus and your reload speed, so those who normally use a crossbow will find a fishing pole to be their "extreme prejudice" weapon of choice.
The Parrot Producer - Edward Hugh succeeded in creating any living creature he could desire, so long as what he desired was a parrot. Create horribly mutated birds, from lunch and guard birds to salty sailors extraordinaire. Just try not to feel too badly when their genetic defects finally do them in.
The Spermaceti Launcher - Picture flaming oil slicks that burn when you walk in, burn when you fall down, and burn when you try to stand back up. Couple that with a flamethrower and a fine spray of ultra-flammable wax that can be ignited FOR MASSIVE DAMAGE and you have the shootiest gadgeteer accessory yet.
As always, each gadgeteer accessory has the ability to totally change the class' definition of self, and the most complex accessories match or surpass a sorcerer bloodline or oracle mystery in their modularity and complexity. Each of these accessories is full of delightfully chewy crunch. Where one man sees an oil slick, another sees a way to burst the party sorcerer. Where one man sees healing, another sees a way to spam daze attacks. How will you use your tools?
| Interjection Games |
To be honest, I'd clone the lot of you 99 times each to make things even easier, but I get the point. Glad to see a couple new faces come out of the woodwork, though!
Let me paint a quick picture for you all. I'm sitting on three completed accessories and one that's been bugging me for a day because the rules that are being twisted are so near the absolute core of the game that I can't find them spelled out properly anywhere I look. Be that as it may, even in this unfinished state, these four accessories approach the cartomancer's entire portent deck in terms of Word document length.
Even so, I'd like to add one last accessory to the mix, just because I know the gadgeteer really needs these toys.
I've turned down the idea of a tricked out tricorne, simply because the cigar does most of what I'd expect such an item would do, and a fancy eyepatch can't be all that different from the extreme vision goggles that already exist. Automatic navigation equipment, ie a sexy sextant, is one of the cardinal sins of items - never make it so the GM can't make the party get lost.
The best bet I've been able to dream up is prosthetic limbs - hooks and peglegs! Though very unique, even among gadgeteer accessories, the issue with hooks and peglegs is their essential nature. They replace hands and feet. The missing foot is less of a big deal. The game doesn't really focus on feet all that much, but if you lose a hand? Congratulations - the vast majority of your fighting styles go right out the window. Designing a prosthetic hand is scary stuff. You either need to make it so powerful that the downside isn't that bad, and thus prompt players to start severing limbs on purpose to acquire it, or you make it so it's just a regeneration spell with one or two bells and whistles that barely justify the gadget slot in the face of clerical magic.
Okay, picture painted. Here's the actionable bit.
1: As gadgeteer players, would you actually want the ability to make prosthetic limbs one of your accessories? The hand won't be a mega buster, but I might be able to fit in some way to balance General Grievous-style sword-spinning.
2: If not, got an idea of your own?
| Aleron |
Nice!
For more on topic, admit I have the gadgeteer but haven't done much theorycrafting or given it too much thought. Prosthetic limbs are a cool idea, but do have all the drawbacks you mentioned with them. Making them good enough to be an option without being overpowering is a really fine balancing act.
As for suggestions...you already did parrot. Maybe monkey? Pirates sometimes have a monkey instead. Has to be some sort of potential there.
| Interjection Games |
So instead of flying, pecking, and talking, you have howling, poo-flinging, and tool use?
Could do it, sure, but I'm now officially against the wall to get this laid out and update the main Gadgeteer document in time for tomorrow. These sound like prime things to get people interested in the blog, though!