Posted: Tue Feb 15, 2005 9:32 am
On the Shar Thizdic front, I wrote the Legion chapter for Second Age Of Walkers. I assumed that he'd heard about Parilus et al. well after the fact. In my head, he's a fit 40-something.
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I've been reading 2nd Age of Walkers lately and it's pretty good. Congrats on your work. And some of the art in the book's especially nice.walrusjester wrote:On the Shar Thizdic front, I wrote the Legion chapter for Second Age Of Walkers. I assumed that he'd heard about Parilus et al. well after the fact. In my head, he's a fit 40-something.
Will do. So far, though, I haven't seen any coyotes.walrusjester wrote:I'll take "pretty good" -- thanks! If anything crosses the line into "super-genius," feel free to post it here.
Some things aren't meant for an official explanation. It stops as often as you want it to. In my first campaign, I had Nedderpik stopping every week or so. It would park near a settlement, load up on supplies and other things as needed, and then pick up again. It usually didn't stop more than a few hours at a time. If you'd rather play it more as a constantly-in-motion situation, that's your call.MagusRogue wrote:thing is, nedderpik is said in its description that it stops frequently... Also, all the pictures of its hangerbays (especially the chapter picture infront of nedderpik's stats) has it stopped and just standing there, feet together. is this a contradition?
You can definitely add a boiler to a steam cannon.Mad Cat wrote:I have an issue about steam cannons and amplifiers/boilers.
Can I add an amplifier to a steam cannon/gun? The amplifier description says taht every form of energy can be used..so, even the kinetic energy of steam? I will say yes...
In my campaign they used the amplifier to increase the damage die. As long as it's balanced, you could make it whatever effect you wanted: more damage, higher range increment, whatever. I like MagusRogue's idea of increasing the rate of fire. That could get pretty powerful if it went faster than 1/round so you might want to cap rate of fire there. You could increase damage with the first amplifier/boiler, increase rate of fire with the second, and so on.Mad Cat wrote:And about boilers, if I add a boiler to a steam cannon/gun what effect will comw out? Double damage? (2d10) more shots? (+1 for every boiler).
Can you give me an *official* opinion?
Thanks for the help guys!
In one of my campaigns, 1st-level Rangus the half-orc barbarian could routinely do 1d12+9 points of damage! And of course he had tons of hit points. A coglayer maxing out everything he has to do 2d12 with a steam gun is pretty powerful, but other classes can definitely match that.mythfish wrote:A first level coglayer could easily have a steamgun with both an amplifier and a boiler on it, for 2d12 damage. That seems like a lot for first level.
Sorry, I forgot to log inAnonymous wrote:Thank you Joseph. Now I'm a happy coglayer!
A final question: Steam cannons (not steam guns) can fire one shot/turn or one shot for every attack the coglayer/mech jockey has?
Assuming he's riding a mech!
yesGlororhan wrote:Firstly, if a mech has two fists free, does that count as Two Weapons for the purpose of using the Mechidexterous Feat?
noGlororhan wrote:Secondly, if someone uses the Mechidexterous Feat, and attacks with two melee weapons, does he do only one half strength damage with the second weapon, like a person does when fighting with two weapons?
Yes. Unlike steam guns, steam cannons aren't limited in how many times per round they can fire.Anonymous wrote:A final question: Steam cannons (not steam guns) can fire one shot/turn or one shot for every attack the coglayer/mech jockey has?
I definitely see the logic! I think it's a cool idea. It's a way to use steam powers to enhance a coglayer's fighting ability with steam-powered weapons, which is exactly what the steam power rules are about. I wish I had thought of it.MagusRogue wrote:basically, what I was thinking, joseph, is that multiple boilers on a steam gun lets you have multiple attacks IF you are capable of multiple attacks.
For instance, a coglayer with rapid shot and a bab of +7/+2 can take 3 attacks. To be able to make a full attack with a steam gun, however, he would need 3 boilers. If he only had 2 boilers, he could only make 2 attacks per round. If he added a 4th boiler, he'd still only be capable of 3 attacks per round, however, because he himself does not have the capacity to attack more than 3 times per round. You'd also need rapid reload or an automator to constantly pop a bullet down the barrel, though.
See my logic?
That's what I'm hear for! I'm always more than glad to help out when I can.goodmangames wrote:I definitely see the logic! I think it's a cool idea. It's a way to use steam powers to enhance a coglayer's fighting ability with steam-powered weapons, which is exactly what the steam power rules are about. I wish I had thought of it.
the problems with getting a mage to enchant one of the infernal contraptions aside...Sword Guy wrote:So, I've got a question . . .
How are enchantments on steam powers handled?
For instance, if I have a +1 ghost touch drill mounted on a +2 speed iron arm, what qualities stack? Which don't? Do I effectively attack with a +2 ghost touch speed drill? Do I attack with a +1 ghost touch drill and then get another attack with the +2 speed iron arm? Do I attack with a +1 ghost touch speed drill?
Or, if I have a +1 ghost touch drill combined with a +2 keen drill, what happens then? Does it either have keen or ghost touch, but not both at once? What is the enhancement bonus? Same thing for, say, amplifiers and spark generators. Can you apply the shock quality to an amplifier, causing the attack to deal 1d6 extra electricty damage? Can fuel for a pilot light be enhanced with the brilliant energy quality?
That's all I can think of for now, but I'll come up with more later. Steam powers are just one of those things where they cause so many more questions than they ought to, but that's just because they're awesome.
That's the problem. If I enchant a drill with ghost touch and a second drill with keen, which one actually hits? They're both part of the same steam contraption, and they are both dealing damage. Also, something like the speed enchantment, put on an iron arm, would make the iron arm strike faster. Thus, it could be said that it would grant an extra attack, because the drills are coming in contact with the opponent more.Reese wrote:consider that most magical weapons are probalby granting you that bonus by way of improving the physical qualities of the weapon in some manner, ask yourself: what am i actually hitting with?
Well, in addition to the monk's unarmed attacks coming from bodily abilities, I gathered that you could not enchant a monk's weapons because they are so varied. Knees, fists, feet, elbows, head, forearms, shoulders . . . The list goes on and on. By comparison, steam powers are relatively simple and static.Reese wrote:that and i would consider an iron arm to be an extra hand, and not subject to weapon enchants any more so than a monk's unarmed attack would be
Yeah, I have to put in something like that soon. It goes for me as well.Reese wrote:(but this is where you read my disclaimer )
I agree with Reese that you must consider "what am I actually hitting with?" and I'll go further to say that you must consider intent vs. fact. That is, do you intend to attack with the steam power in question, or is the steam power involved simply because of the fact that it's attached to another steam power?Sword Guy wrote:For instance, if I have a +1 ghost touch drill mounted on a +2 speed iron arm, what qualities stack? Which don't? Do I effectively attack with a +2 ghost touch speed drill? Do I attack with a +1 ghost touch drill and then get another attack with the +2 speed iron arm? Do I attack with a +1 ghost touch speed drill?
The two drills are combined to make a single attack, so I'd say the bonuses would stack, just as if you were using a +1 flaming light crossbow with +2 bane (undead) bolts. Same for the amplifier and spark generator.Sword Guy wrote:Or, if I have a +1 ghost touch drill combined with a +2 keen drill, what happens then? Does it either have keen or ghost touch, but not both at once? What is the enhancement bonus? Same thing for, say, amplifiers and spark generators. Can you apply the shock quality to an amplifier, causing the attack to deal 1d6 extra electricty damage? Can fuel for a pilot light be enhanced with the brilliant energy quality?
mm... i don;t think you can have miltiple enchants on a single weapon (device, in this case) wihtout considering the total cost, unless you have the seperate enchants on seperate 'heads' of the weapon (like most double weapons)Sword Guy wrote: That's the problem. If I enchant a drill with ghost touch and a second drill with keen, which one actually hits? They're both part of the same steam contraption, and they are both dealing damage. Also, something like the speed enchantment, put on an iron arm, would make the iron arm strike faster. Thus, it could be said that it would grant an extra attack, because the drills are coming in contact with the opponent more.