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Atlauncher mech and magic
Atlauncher mech and magic












atlauncher mech and magic

I think the idea of casting mechas is totally cool, don't get me wrong. If leather armor induces a 5% chance of failure, what will the risk of failure be while piloting a walking tank? Wizards get a stiff penalty for casting in armor. What worries me is your wizards casting while in thier Mechas. Well, if you've read the Mecha Crusade rules, you'll see that the Mecha are treated basically as giant suits of armor, so you should be good to go there. Adapting them to Dungeons & Dragons would take a bit of work. The Mecha Crusade rules are designed for D20 Modern. Then there's the question of whether they are the very core of the campaign, with all characters having mecha of their own, or a campaign where mecha are in the background, sorta like tanks or planes when the characters are all infantry.Īnd finally, there's the thingy about how much work you're actually prepared to do with the campaign. In a futuristic setting, Dragonstar could also probably contribute something. In a modern of futuristic setting, I'd use D20 Modern. In an Escaflowne-style fantasy setting, where the mecha would be steam-driven, magical, or remnants of an ancient civilization, I'd use Dungeons & Dragons rules. First, the tech level of the setting itself. Well, it would depend on a lot of things. However, if I were to ever get around to using mechas and magic. At the time, I didn't yet have the Mecha Crusade. Neither the campaign nor my plans for fantasy mecha ever got off the ground, and I never really even got around to working on the mechanics. A while ago, I was plotting a d20 anime/steampunk campaign, and decided that the setting would not be complete without guymelefs, the fantasy mecha from Vision of Escaflowne.

atlauncher mech and magic

I've been thinking of something like this, myself.














Atlauncher mech and magic