DragonMech Questions
Posted: Sun Aug 15, 2004 5:27 pm
This is a copy of an e-mail I recently received with questions about DragonMech, along with some answers. Hopefully these will help other DragonMech gamers. Feel free to add additional questions to this thread as they come up...
> 1. I assume there is a power source behind the Steam powers, I gathered that
> they NEED to run off a Steam engine, but how does the Coglayer build the
> steam engine? How much does it weigh? How big is it? What is the fuel
> source? I assume that is why you can buy coal and the like... heh.
It's assumed the coglayer starts off with a basic steam engine (in the same way a wizard starts off with a spellbook). I always treated it as incorporated into the weight of his steam powers; as long as you track the weight of his steam powers, there's no need to track the steam engine separately.
As for fuel source, I don't track it for *personal* (i.e., non-mech) steam engines except in unusual situations. For example, PCs traveling across a desert need a source of water, and those away from wood or coal sources for long periods need a source of fuel. In those cases, I generally just told them "you have 48 hours till you run out -- figure something out." =) For *mech* steam engines, you can find details on fuel requirements on pages 87 and 139 of DragonMech.
> 2. When it comes to Steam Powers is there some sort of standard when it
> comes to using them. Like the elemental energy, is it a ranged touch attack?
> Or do they specify? I haven't actually read all of the parts, but I am just
> curious if there is a baseline for the powers.
It varies by steam power. Some steam powers change the attack method for others -- for example, a pump generally changes a melee attack into a ranged attack. Hopefully they're all clear; let me know if you have any questions.
> 3. I am pretty sure on this one, because of the Coglayer description. BUT,
> does the book mean that it is the number of Steam devices they can maintain
> at once INCLUDING duplicates? As in if you have Pump as one of your current
> steam powers you can actually have like 50 pumps built? (theoretically).
Duplicates count toward the total. For example, a 1st level coglayer with an 18 Int would have 2+4=6 steam powers. If he built 6 pumps, that would count as all 6 of his steam powers. He can't build a 7th pump until he gains the ability to maintain more steam powers.
> 4. Can a Mech weild a magic item without it being integrated like the
> animated mechs? What about a psionic item? I have a player being a sorcerer
> mix who is interested in maybe also being a pilot of a mech later in the
> campaign. Obviously the player can't cast spells from within the cockpit and
> shoot it from the mech's fingers, but, can they give the mech an item to
> weild? Like a psionic staff or a magic missle wand, ect. And if so, who
> makes the use item check(if there is one).
Yes, a mech can wield a magic or psionic item without it being integrated into the mech. The Mech Manual, which will be out in November, will have examples of mechs that do this.
The magic item should be built separately according to the usual rules. Any checks to use the magic item depend on the magic item and how it's built into the mech. For a sword or other weapon, no check is required (just as if a fighter picked up a +2 sword). For wands or other such items, you may encounter a situation where the pilot needs the Mech Pilot skill to physically aim the mech's arm (or otherwise manipulate the item the mech holds), and then also needs Use Magic Device to actually activate the item. Obviously, this is a situation where a wizard pilot is useful!
> 5. Are there any sort of rules behind magic being used with Steam powers or
> is that entirely up to the DM. I was wondering what would happen if a player
> decided to attach say, a magic missle wand, to an animator or some such.
There are some rules on this mixed in there, but they're not pulled out into a separate section. Specifically:
- In general, steam powers don't amplify or modify magical energy. The amplifier (page 55) discusses this.
- The exception is a special ability of the steam mage class (page 36).
> 6. Can Mechs be psionicly animated?
Yes... but there's nothing official on this yet. There will be eventually. As your campaign progresses, please feel free to post ideas on this subject on our forums.
> This is more like a request. Are there any existing Epic resources for the
> classes described in the book, Or should I just go off standard rules? Not
> really an issue, but might as well ask.
Nothing yet, but I'll keep the request in mind!
> 1. I assume there is a power source behind the Steam powers, I gathered that
> they NEED to run off a Steam engine, but how does the Coglayer build the
> steam engine? How much does it weigh? How big is it? What is the fuel
> source? I assume that is why you can buy coal and the like... heh.
It's assumed the coglayer starts off with a basic steam engine (in the same way a wizard starts off with a spellbook). I always treated it as incorporated into the weight of his steam powers; as long as you track the weight of his steam powers, there's no need to track the steam engine separately.
As for fuel source, I don't track it for *personal* (i.e., non-mech) steam engines except in unusual situations. For example, PCs traveling across a desert need a source of water, and those away from wood or coal sources for long periods need a source of fuel. In those cases, I generally just told them "you have 48 hours till you run out -- figure something out." =) For *mech* steam engines, you can find details on fuel requirements on pages 87 and 139 of DragonMech.
> 2. When it comes to Steam Powers is there some sort of standard when it
> comes to using them. Like the elemental energy, is it a ranged touch attack?
> Or do they specify? I haven't actually read all of the parts, but I am just
> curious if there is a baseline for the powers.
It varies by steam power. Some steam powers change the attack method for others -- for example, a pump generally changes a melee attack into a ranged attack. Hopefully they're all clear; let me know if you have any questions.
> 3. I am pretty sure on this one, because of the Coglayer description. BUT,
> does the book mean that it is the number of Steam devices they can maintain
> at once INCLUDING duplicates? As in if you have Pump as one of your current
> steam powers you can actually have like 50 pumps built? (theoretically).
Duplicates count toward the total. For example, a 1st level coglayer with an 18 Int would have 2+4=6 steam powers. If he built 6 pumps, that would count as all 6 of his steam powers. He can't build a 7th pump until he gains the ability to maintain more steam powers.
> 4. Can a Mech weild a magic item without it being integrated like the
> animated mechs? What about a psionic item? I have a player being a sorcerer
> mix who is interested in maybe also being a pilot of a mech later in the
> campaign. Obviously the player can't cast spells from within the cockpit and
> shoot it from the mech's fingers, but, can they give the mech an item to
> weild? Like a psionic staff or a magic missle wand, ect. And if so, who
> makes the use item check(if there is one).
Yes, a mech can wield a magic or psionic item without it being integrated into the mech. The Mech Manual, which will be out in November, will have examples of mechs that do this.
The magic item should be built separately according to the usual rules. Any checks to use the magic item depend on the magic item and how it's built into the mech. For a sword or other weapon, no check is required (just as if a fighter picked up a +2 sword). For wands or other such items, you may encounter a situation where the pilot needs the Mech Pilot skill to physically aim the mech's arm (or otherwise manipulate the item the mech holds), and then also needs Use Magic Device to actually activate the item. Obviously, this is a situation where a wizard pilot is useful!
> 5. Are there any sort of rules behind magic being used with Steam powers or
> is that entirely up to the DM. I was wondering what would happen if a player
> decided to attach say, a magic missle wand, to an animator or some such.
There are some rules on this mixed in there, but they're not pulled out into a separate section. Specifically:
- In general, steam powers don't amplify or modify magical energy. The amplifier (page 55) discusses this.
- The exception is a special ability of the steam mage class (page 36).
> 6. Can Mechs be psionicly animated?
Yes... but there's nothing official on this yet. There will be eventually. As your campaign progresses, please feel free to post ideas on this subject on our forums.
> This is more like a request. Are there any existing Epic resources for the
> classes described in the book, Or should I just go off standard rules? Not
> really an issue, but might as well ask.
Nothing yet, but I'll keep the request in mind!