| Zaros Liserii |
Just started browsing through this AP which I hope to DM after our current campaign ends.
The first concern that hit me is that the sci if elements and tech will hardly be the "star" of the campaign if the party has arcane casters. A laser pistol is less special when the party shoots scorching rays already, a jet pack isn't special when you can cast fly, and a transporter is just a bad version of teleport.
So I'm thinking of limiting the group to martial and divine classes. Not that magic isn't around, but having it in the party might make the campaign less flavorful. Good idea, bad idea?
| Ivan Rûski |
Personally, I wouldn't get rid of all arcane casters, but I don't see a problem with limiting them. Alchemists, for example, should dovetail with the setting nicely. Some people will argue that the game is built with having at least one caster in the party as a base assumption, which it is, but you should be able to adjust encounters accordingly.
Ayanzo
|
It's just Arthur C. Clarke. Technology might as well be magic so there's an equivalence. Magical Items aren't as plentiful as technological ones so you can simply limit the market in that respect. I wouldn't limit the arcane casters, but generally they'll have to go out of their way to find magic items at higher levels unless they take crafting feats. You can always just ask your guys/gals to not do arcane classes. My home group is doing shattered star right now, but my online group which is forming, I'm not really limiting them other than by market availability.
| moon glum RPG Superstar 2015 Top 8 |
Its actually cool to have magic and technology interact. Have the arcane caster figure out that they can use invisibility to counter lasers, for example.
Arcane casters may think of technology as another form of magic, just one operating on different principles (like alchemy, only different).
Spells will be researched that affect technology.
I am going to start DMing this adventure path next week, and I think that the interacting with magic (arcane and divine, there isn't much practical difference) will be cool.
| Oliver Veyrac |
We have went with the region and most player's are having fun with them.
Be sure to send player's the player's guide to the Iron Gods adventure path that is on this website.
The Technology guide has 5 archetypes that coincide with it, in addition, there are thematic classes as well already existing:
Barbarian - As always, hatred towards technology.
Gunslingers - I treated firearms as common around these parts.
Spellslingers (Wizard Archetype)- Only wizard type allowed for anyone that takes the Numerian Archeologist trait (located in the Player's GUide to Numeria)
Monks - Monks who seek to understand and respect technology. We have one that is LN and part of the Technic League and wants to become the leader.
Clerics - Must have.