| BlackJack Weasel |
I saw in an old thread somebody had the idea to introduce a motorcycle into a game, and the idea they had was a Large contract with Faster, Metal and Trample.
I also found out about a Clockwork steed. what level do you think is appropriate to give these things to your players? or do you think they should only have stuff like this if they have mount abilities or can build the construct themselves?
| BlackJack Weasel |
I never give constructs to anyone...if they can make them they can have them.
I've had players defeat constructs and salvage them before...so it's not far fetched.
Are you playing in Numeria?
I'd use WBL as a guideline for when it's appropriate.
it would be my own made up setting. I just figured it be cool to give a player a clockwork steed as treasure.
Aziraya Zhwan
|
For constructs in general, just ask yourself "How much better is it than a normal X thing? Does it give the players any considerable combat advantage?". If it's not any better than the normal counterpart and/or doesn't give them any considerable advantage in combat, then I say go for it.
In the game I'm currently playing, my GM let me start off with a modified Clockwork Prosthesis for a monk-like character. Every few levels he plans on giving me some cool new modification for it. When I hit level three (and we were going to storm a drug den), he had the group I work for send me a force blast attachment to use as a door buster. Think of a SWAT team satchel charge to blow open doors, except connected to my fist. Of course I've found all kinds of antics to use it for that wasn't planned. One time I punched a sling bullet and set off a force blast, shooting the metal orb at an enemy and knocking a few others on the boat prone/off the side from the sheer force.
It also helps with the group fun that he tends to find ways to make it misfire if I roll a 1 when trying to do anything with my hands. I once tried to just knock out a poor orc that had MUCH better days as he was laying on the ground suffering. I rolled a 1 and turned the poor guy into a big red smear on the floor. He lets others get some cool nifty things too. I've also been putting ranks in Craft: Cybernetics so I plan on doing some self-modifications on it myself eventually...
Basically what I'm saying is that if you think it'll be cool and doesn't completely upset things, go for it. Your players will love you for it. Give them the cool thing, but also make sure to put something in there with it to make them keep remembering it's something special. Don't let them just have it and forget about it. If it's in your style of GMing give it some kind of quirkiness such as a strange personality trait (like having a very robotic neigh noise and have it try to "talk" to other horses). They'll constantly be reminded of the gift you gave them while also giving the group something to laugh about from time to time.
| BlackJack Weasel |
For constructs in general, just ask yourself "How much better is it than a normal X thing? Does it give the players any considerable combat advantage?". If it's not any better than the normal counterpart and/or doesn't give them any considerable advantage in combat, then I say go for it.
In the game I'm currently playing, my GM let me start off with a modified Clockwork Prosthesis for a monk-like character. Every few levels he plans on giving me some cool new modification for it. When I hit level three (and we were going to storm a drug den), he had the group I work for send me a force blast attachment to use as a door buster. Think of a SWAT team satchel charge to blow open doors, except connected to my fist. Of course I've found all kinds of antics to use it for that wasn't planned. One time I punched a sling bullet and set off a force blast, shooting the metal orb at an enemy and knocking a few others on the boat prone/off the side from the sheer force.
It also helps with the group fun that he tends to find ways to make it misfire if I roll a 1 when trying to do anything with my hands. I once tried to just knock out a poor orc that had MUCH better days as he was laying on the ground suffering. I rolled a 1 and turned the poor guy into a big red smear on the floor. He lets others get some cool nifty things too. I've also been putting ranks in Craft: Cybernetics so I plan on doing some self-modifications on it myself eventually...
Basically what I'm saying is that if you think it'll be cool and doesn't completely upset things, go for it. Your players will love you for it. Give them the cool thing, but also make sure to put something in there with it to make them keep remembering it's something special. Don't let them just have it and forget about it. If it's in your style of GMing give it some kind of quirkiness such as a strange personality trait (like having a very robotic neigh noise and have it try to "talk" to other horses). They'll constantly be reminded of the gift you gave them while also...
okay cool, I'll just go with my gut and give my players what I think is cool. if it makes them over powered I'll just up the difficulty haha.