<114.84>
The question of duration | Permanent items | Experience point awards | Selling technological items | The case for technology |
Magitek | - | Hints for game balance | - | Last words |
Dragon 114 | - | - | - | Dragon |
The technology of science
fiction and
the magic of fantasy often
meet and mingle in modern literature, and when the
mixture is blended well
the result is more
action and excitement for
the reader than
either science fiction or
fantasy would
have offered by itself.
Can this same mixture be
created in the
environment of a role-playing
game ?
specifically the AD&D®
game? Yes, it can.
Mixing modern or futuristic
technology
into the magic-dominated
AD&D
multiverse is certainly possible, but the DM should not take such a step
without a lot of careful
consideration
beforehand. This article
offers guidelines
to the DM who wants to try
mixing machine guns and magic missiles, in the
interest of achieving a
good blend in
which the whole is truly
greater than the
sum of its parts.
The most important guideline,
which
underlies any other advice
on the subject,
is this: The DM must maintain
control
over the campaign and the
technological
items incorporated in it.
Certain controls
should be pre-established,
based on common sense and the DM's concept of game
balance. Much as with powerful
magic
items, objects of sophisticated
technology
can ruin an otherwise well-made
campaign
if they are misused or overused.
But when
kept in their proper place,
they can add a
special zest to the campaign
and enhance
the adventuring experience
for everyone
involved.
Control starts with the DM's
decisions on
what sorts of technological
items will be
added to his campaign world,
and this is
determined largely by the
intended duration of the items. Will the items be temporary, as are those
in TSR Module S3,
Expedition to the Barrier
Peaks, or will
they be a permanent part
of the campaign? This distinction will be of vital
import, for the methods
of awarding and
controlling the technological
items will be
vastly different for each
case. Temporary
items can be comparatively
potent, since
they are not supposed to
last for more
than one or two adventures.
Permanent
items should be much less
powerful; such
an item will have a long-lasting
impact on
the campaign, but should
not be the pivotal factor in the campaign?s evolution.
Scenarios that offer technological
items
as a temporary reward give
the DM an
excellent opportunity to
spice up the campaign by throwing in a curiosity or two.
Items along this line should
be usable only
once or twice, for they
are meant only as
diversions and not as mainstay
items.
Good examples here are grenades
or similar weapons, containers of medicines, and
oddities (such as food pills
that supply a
full day?s nourishment).
None of these
items (a single grenade,
a dose of medicine, a single pill) will last for more than
one use, and the party?s
supply of any
temporary item should be
gone within a
few adventures at most.
As a good rule of thumb,
all of the technological weaponry a party could find in a
temporary-item scenario
should not be
able to inflict more dice
(d6) of damage
than three times the party?s
total number
of levels. (For multiclassed
characters,
average their levels and
round to the
nearest whole number.) Using
this rule, a
party of six 5th-level characters
(30 levels
total) should find technological
weaponry
that can do no more than
90 dice of damage before being used up. This is not as
much as it might seem; for
instance, a
wand of fire discovered
with an average
amount of power remaining
(90 charges)
and then used to simulate
45 fireball spells
will inflict 270 dice of
damage before
being exhausted ? and it
need not be used
up, since the wand can be
recharged.
Example: The DM has decided
that the
party mentioned above has
no urgent
needs, and elects to give
them a chance at
obtaining 90 dice worth
of technological
weaponry. In the upcoming
adventure, he
has placed 30 fragmentation
grenades (he
has decided that each causes
2d6 damage),
a .44 caliber pistol with
20 bullets (each
doing 1d10 damage), and
a laser rifle with
sufficient power to fire
two more times
(each shot doing 5d6 damage).
The damage die used can vary
somewhat, but should be kept to a d6 as much
as possible so that the
items in question
can be compared to various
damaging
spells. In this way, the
DM can be confident of maintaining a good game balance;
it gives him something with
which he can
compare his technological
weapons. The
.44 pistol above does heavy
damage in
terms of the die type used,
but there are
only 20 bullets. If you
only give out devices that use a d10 or d12 to determine
damage, then the number
of damage dice
allowed to the party should
be halved.
Of course, not all temporary
technological items are weapons. When placing
nondamaging objects or devices,
treat
them as you would minor
magical items.
These miscellaneous devices
should not be
too powerful and should
be discovered
only in moderate numbers.
Another rule of thumb goes
like this:
The number of miscellaneous
temporary
items able to be discovered
should be
equal to no more than one-third
of the
total number of party levels.
Thus, if our
party of six 5th-level characters
stumbled
into a hoard of technological
items, they
would find at most ten minor,
miscellaneous items and 90 dice worth of damaging
weaponry.
Most miscellaneous items
found should
duplicate the effects of
minor magic items
or spells of no higher than
3rd level. For
example, medicines should
heal 4-10
points of damage (as a
potion of healing)
or possibly allow
water breathing (as the
potion or as the 3rd-level
magic-user spell
of the same name). A suit
might be found
that contains chemicals
to keep the wearer
warm in sub-zero temperatures
(once);
this suit can be compared
to the lst-level
cleric spell resist
cold and is perfectly
allowable, using this guideline.
These
suggestions and a bit of
thought can keep
minor, temporary technological
items well
under control.
When the DM decides to make
technology a permanent part of his campaign, he
is asking for many hours
of labor. Many
questions that did not need
to be answered for the temporary-item scenario
now must be examined in
depth. The
question of origins must
be dealt with:
Where did these items come
from? Can
anyone use them (especially
the weapons)?
How does a DM deal with
the relatively
potent miscellaneous items
that might
become part of a long-lasting
campaign?
The origin of technology.
If technological
items are introduced to
the campaign for a
temporary diversion, then
their source
will be of little consequence
to play. The
items were perhaps lost by
an interdimensional traveler or could have belonged to
a n a n c i
e n t r a c e . S p r e a d a
b i t o f oil of
timelessness on an
item made of supermaterials, and who can say how long it
would last? For temporary
technological
items, the DM can make up
nearly any
explanation he likes. For
a long-range
campaign inclusion, however,
some reasonable explanation as to the origin and
purpose of these items must
be made.
In this author?s campaign
world of Crysoberyl, technological items of many sorts
are a permanent part of
the campaign.
They are very rare and extremely
expensive (when they can be bought at all), but
can be found by the lucky
and the persevering. These items come from a dying
city some 6,000 miles out
to sea. The people of this city are more than a little depraved and often
come to the mainland
for a bit of ?sport? (i.e.,
tearing up a few
local villages and departing
before effective resistance can be mustered). Over the
years, some of these invaders
have been
dealt with by the natives,
and their items
tossed with their remains
into the nearest
deep hole. Once in a while,
some lucky
adventurer stumbles upon
the items again.
An alternate scenario: A
member of the
troubled technological folk
steals a small
flier, loads it up, and
flees to the continent.
The flier crashes into the
jungle for heroes
to find later. Over the
centuries, quite a
few of these items have
been scattered
across the land, so the
characters have
some familiarity with them,
and they can
expect to find more. They
do not know
where these items come from
(the natives
say from over the sea, but
who trusts a
stupid barbarian?), but
the DM knows, and
the door is open for further
adventures.
Perhaps variations on these
scenarios
would work for other DMs.
The above
reasoning has proven very
effective in my
world because the use of
technological
items was planned for when
the world
was designed. If the DM
considering the
origin of technological
items in his campaign has already designed his entire
world, it may not initially
have room for
such a city ? but this presents
little obstacle to the inventive DM.
If you can?t change the
surface geography to account for a place that contains
technological items, then
go beneath the
surface. For instance, it
could be that
these items come from deep
inside the
planet, and the subterranean
races that
made them have finally all
but slaughtered
one another. The survivors
are fleeing
upward, only to meet drow
elves, kuo-toa,
and other vicious under-dwellers.
The
very few who survive that
set of encounters reach the surface, only to die when
exposed to sunlight. But
now, suddenly,
technological items are
turning up. In
small quantities, yes ?
but with a bit of
traveling, one might collect
quite a few of
them. Some must have fallen
into the
hands of the drow or the
tentacles of the
mind flayers. Perhaps some
members of
the original race are still
around, trying to
regather their items.
Class restrictions.
In a scenario involving
temporary technological
items, the question of which character classes can use
them is not terribly important.
The items
found are not lasting and
thus would not
be around long enough to
create a gamebalance disturbance. But when such items
are made part of the campaign,
the question becomes important. Obviously the
entire party cannot be equipped
with
rifles and grenades, nor
could all of the
characters use any miscellaneous
item.
Miscellaneous technological
devices
should be usable by most
classes, just as
are the various potions
and miscellaneous
magical items. Common sense
has to be
the guiding factor here.
For instance, a
cleric might not use or
sanction the use of
healing drugs. A detect
magic spell will
show such an item to be
non-magical;
therefore, the gods had
no hand in its
making (unlike a potion
of healing). A thief
might not use any items
that fit over the
hands, and would probably
not wear or
carry any large, bulky items,
for this could
affect the performance of
his dexterityrelated skills.
Technological weapons are
another
matter entirely, and a moment?s
reflection
will show that the fighter
class alone is
suited to their use. After
all, the fighter is
basically a person who is
skilled in weapons use. Since fighters gain no primary
abilities other than their
skill at arms, they
are well suited to taking
on a new set of
weaponry. The addition of
technological
weapons to a campaign gives
the fighter a
special ability of his own.
In a game where
specialty classes have increasing
roles, this
restriction on who can use
technological
weapons will help keep fighters
a distinctive class.
Being eligible to use a
weapon and
knowing how to use it are
not the same
thing. No fighter will be
able to find a rifle,
pick it up, and start firing
right away
(especially if the rifle
isn?t loaded to begin
with). For temporary items
that just pop
up in the middle of an adventure,
and for
most permanent items that
are to be a
fixture in the campaign,
the would-be user
must first figure out how
the weapon or
item works. A system for
figuring out the
function of an unknown artifact
is given in
the GAMMA
WORLD® game rules, and
another
one is provided in issue #100 of
DRAGON®
Magazine. The DM can devise
his own system, using either
of these as a
model; understanding how
a technological
item works shouldn't be
impossible, but
neither should it be automatic.
Even after
a weapon is figured out,
the fighter's nonproficiency penalty should apply when he
tries to use it.
For permanent items in a
campaign
environment, some of this
discovery process may not be necessary. If a fighter or
another member of the party
has seen or
heard of a certain weapon,
then the dis
covery process might be shortened
or
simplified for that weapon.
Experience
also counts for something;
if a fighter has
learned that pulling the
trigger will operate a revolver, then he?ll recognize a trigger the next
time he sees one, and
probably will have little
trouble figuring
out how to work other weapons
with
similar-looking triggers.
For devices that the DM
feels the character would not know how to operate ahead
of time, the only way to
discover the item?s
function is by trial and
error. Sages, legend lore, and similar persons and spells
may help but should never
reveal all there
is to know about a new technological
weapon.
Technological weapons in
the campaign.
When technological weaponry
is added to
the campaign on a permanent
basis, the
formula given earlier (designed
for use
with temporary items) no
longer serves as
an effective means to control
such devices.
Since the technological
weapons will be
found right along with magical
weapons in
many cases, there can no
longer be as
large a number of them.
The old formula
of ?party levels times three?
needs to be
changed, reducing the multiplier
3 to 2.
This will reflect the fact
that the items are
not temporary; they can
be supplemented
later.
When a number of magical
weapons are
to be located in a treasure
hoard, the 2 in
the equation should be reduced
to a 1, or
no technological weaponry
should be
given away at all. If this
seems harsh,
remember that characters
will have
chances later to add to
their technological
weapons hoard. And, after
all, the AD&D
game is based on magic,
not technology.
Technological weaponry should
never
become numerous enough to
replace
magic weaponry!
When adding technological
weapons to
an AD&D game, the DM
needs to remember that all technological weapons have a
weakness ? they need ammunition.
This
ammunition can come in two
forms, depending upon the sort of weapon used.
For ballistic weapons such
as are used in
today?s world (pistols,
rifles, etc.), the
ammunition comes in the
form of bullets.
With advanced (powered)
weaponry, ammunition comes as power cells. Descriptions of the two ammunition
types are
given later. For now they
are mentioned as
a prelude to the upcoming
charts.
For information and examples
pertaining
to modern ballistic weapons,
the DM is
referred to issue #57 of
DRAGON Magazine. Therein can be found an article,
written by Ed Greenwood,
entitled "Modern Monsters" (reprinted in the Best
of
DRAGON Vol. V anthology).
The most
technical aspects of modern
weapons are
discussed therein. Portions
of that article
were reproduced in DRAGON
Magazine
issue #100, in the "City
Beyond the Gate"
module written by Robert
Schroeck.
There is no need for this
article to reiter
ate the work already done
by others, so no
examples of modern ballistic
weapons are
included here.
The two tables on this page
describe
advanced weaponry (purely
of the author?s own invention) in AD&D game
terms.
The first table includes
examples of
powered missile weapons,
and the second
table powered melee weapons.
Table 1: Powered missile weapons Range
Weapon type | weight (gp) | Damage * | Fire rate | Charges per shot | S | M | L |
Sonic pistol | 70 | 3-18 | 1 | 1 | 8 | 16 | 24 |
Sonic rifle | 90 | 4-24 | 1 | 2 | 10 | 20 | 30 |
Hand atomizer | 80 | 2-20 | 1 | 2 | 5 | 10 | 15 |
Heavy atomizer | 150 | 5-30 | 1 | 4 | 7 | 14 | 21 |
* -- Damage does not vary
by target size because the missile is an energy bolt, much
like a spell effect.
Additional
examples of powered technological
items
given in AD&D
terms may be found in the
A D & D
m o d u l e S3, Expedition to the Barrier Peaks.
The weapons described on
Table I exist
only for purposes of this
article and are
examples only. They share
features, however, that all advanced technological missile weapons should
have. They are
lightweight, nonreproducible
in a medieval
society, and very damaging.
Until a DM
has a chance to experiment
with such
items in a campaign, he
should keep the
fire rate down to one shot
per round.
Later the fire rate could
be doubled (or
halved) if this proves necessary.
Finally,
the user of one of these
items does not
need to make a "to hit"
roll to strike a
target. However, the target
has a chance to
make a saving throw vs.
paralyzation to
avoid the damage. This saving
throw is
m a d e a t
a b o n u s o f + 2 i f
t h e w e a p o n i s
u s e d a t
m e d i u m r a n g e , o r + 5
i f t h e t a r g e t
is at long range. Other
benefits may also
apply, such as a bonus for
the wielder?s
lack of proficiency, a bonus
for the target
being protected by cover,
and perhaps (at
the DM's discretion) a bonus
for the target's dexterity if the weapon is used at
medium or long range. (Maybe
there's
time to get out of the way,
maybe not. . . .)
The melee weapons described
on Table
II are, again, examples
only for this article.
The forcesword looks like
a sword hilt
until the power is turned
on, at which
time a forcefield approximately
the size of
a longsword blade appears.
A powermace
is a rod of mithril. When
activated, it
sprouts a 6-inch-diameter
sphere of crackling energy which causes burn damage to
target creatures. Most terrible
of all is the
electroflail, a flail made
of mithril and
charged with electricity.
The slightest
touch of this device delivers
a severe electrical shock.
All powered melee weapons
share characteristics similar to powered missile
weapons. They are lighter
and a bit faster
than their archaic cousins,
but require just
as much space to use. Damage
is increased
in all cases, but not enough
to upset the
game balance.
Table II: Powered melee weapons
Weapon type | Weight
(gp) |
Damage * | Charges
per rd. |
Weapon
length ** |
Space
req. (ft.) |
SPEED
factor |
Forcesword | 35 | 2-16 | 1 | 1/2 / 3 1/2 | 3 | 4 |
Powermace | 60 | 2-12 | 2 | 2 / 2 1/2 | 4 | 6 |
Electroflail | 80 | 5-10 | 4 | 4/4 | 6 | 6 |
* -- As with powered missile
weapons, the damage for these devices does not vary
with target size.
** -- Weapon length is given
in feet, before and after the weapon is turned on.
Powered melee weapons need
only hit
AC 10 to do damage, discounting
armor,
but adding dexterity and
magical bonuses
f o r t h e
t a r g e t a s a p p l i c a b l e .
N o t e t h a t
creatures of magic (i.e.,
demons) are entitled to full armor class when being hit
with a weapon of this sort.
These weapons
may or may not harm creatures
requiring
magic to hit; this is up
to individual DMs.
More examples of powered
melee weapons may be found in the GAMMA WORLD
and TRAVELLER® games,
although these
will need work before they
can be added
to an AD&D game.
Miscellaneous technological
devices. So
far this article has concentrated
mainly on
weapons, damage, and other
matters
related to combat. Many
technological
items, however, can be of
a miscellaneous
and helpful nature. Nearly
any magical
effect can come into being.
Examples
would be a pair of powerful
binoculars
that are the equivalent
of eyes of the
eagle, mirrored sunglasses
that reflect
gaze attacks as a
gaze reflection spell, and
a suit of special cloth
that prevents damage done by thrusting weapons. All of
these items are very useful
and could be
used by nearly everyone.
But they bring
their own distinctive problems
to the game
campaign.
Controlling miscellaneous
technological
items is trickier than controlling
technological weapons. There is no simple conversion of damage dice, and
each item is
different from the others.
In this case,
there are two helpful hints
to aid the DM
in keeping miscellaneous
technological
devices under control. One
is for the DM
to figure out experience
point values for
the items (see the next
section for an explanation of how to do this) and award the
technological devices as
if they were magical items. The other is to compare the item
to a spell it emulates (if
possible). The
technological items should
be comparable
to spells of a level that
party spell-casters
can throw. If the party
cleric can throw
5th-level spells, then a
machine that raises
dead (as the 5th-level cleric
spell of the
same name) would not be
too potent for
the party to have. Even
if the cleric were
only 8th level, this machine
would not be
too powerful to allow the
party to find it
? so long as it only worked
once,
Generally speaking, permanent
technological items that approximate spell effects
should not be given out
until party spell
casters can do them one better.
A machine
like the one mentioned above
that works
repeatedly will be rarer
and more valuable, and should not be found until the
party is at least 16th level
(when the cleric
could top its effects with
a resurrection
spell). This brings the
item to a subservient position in the party, where it is still
valuable, but will not dominate
the party?s
special equipment list.
After all, if the
same 8th-level cleric found
such a machine, he would probably quit adventuring
and raise dead
for a living. This is certainly not much of a challenge!
Finally, remember that exceptionally
powerful miscellaneous technological
devices will doubtless require
constant
attention, rare materials,
or vast amounts
of power to make them work.
Once word
of such items circulates,
thieves may try to
steal them, nobles may try
to buy or take
them, etc. This situation
is handled exactly
as a DM would handle characters
with
potent magical items ? make
sure the
items are not abused! In
the end, such
potent technological items
should break
down, run out of power,
or otherwise fail.
Items like the raise
dead machine could
prove fatal to a campaign
if used too often,
for they would make even
death an easily
solved problem.
From the problems of technological
items origins and users,
and the different
uses of technological items,
we go on to
address the awarding of
experience points
for these items. This section
has three
categories. The first concerns
technological weaponry, the second ammunition, and
the third miscellaneous
technological
items.
Technological weaponry breaks
down
into powered melee weapons
and two
kinds of missile weapons:
ballistic and
powered. Powered melee weapons
should
be designed to resemble
archaic-type
weaponry, so that their
users have some
basis to relate to them.
Weapons such as
this are then worth as many
XP
as a +1 (magickal) archaic
weapon of
the sort they resemble.
This relatively low
value for XP reflects the
inferiority of the technological
weapons,
in the respect that they
require power
cells to operate.
An example of this is the
powermace mentioned earlier,
which
compares to a magickal mace
+1. The mace
+1 is worth 350 xp,
so the powermace is
also worth this XP value.
The forcesword compares to
a sword +1
and is worth 400 xp, and
so on. If a powered
melee weapon has a special
ability
that compares to a magickal
function, the
item should be worth half
as many XP
as that item. Thus, if the
forcesword
has the ability to sever
limbs on a
natural roll of 20, it can
be compared to a
sword of sharpness.
The XP
value for a sword of
sharpness is 7000 xp,
so the forcesword (which
is dependent
upon power cells) is worth
3500 xp.
For technological missile
weapons, experience
awarded depends on the basic
sort of weapon,
i.e., ballistic or powered.
Ballistic
weapons that can be made
by local
metalsmiths are no different
from common
bows and crossbows and are
worth
no XP. If such a weapon
cannot be bought and must
be found,
however, it should be worth
experience to
its user. The exact XP award
should be 500 xp for all
ballistic pistols
and 100 xp for ballistic
rifles (incl.
shotguns). This compares
ballistic weapons
to a magickal bow +1,
which they resemble
in function. The caliber
of the ballistic
item in question is no more
important
than the sort of bow; it
is the weapon class
which counts here, not individual
weapons.
Rifle-type ballistics are
always worth
twice the XP as pistols,
for
obvious reasons.
Grenades and other explosive
(ballistic)
missiles are worth 100 xp
per die of damage
they cause. This low value
reflects the
temporary nature of such
items and allows
the DM to give out many,
of these
devices.
Since powered missile weapons
will be
more individualistic than
ballistic weaponry
(a laser is nothing like
a sonicgun,
and so forth), these items
must be assigned
individual XP values. An
item of this sort should
be categorized by
the type of damage it does,
i.e.,
stunning,
elemental damage (heat,
cold, electricity,
etc.), disintegration, etc.
The less the damage
done by a technological
weapon, the
less experience it is worth.
A stunning
item will not harm victims
at all, so it
starts the list at a flat
250 xp for a stun
pistol, twice that for a
stun rifle (500 xp).
Weapons which do elemental
damage are
worth 200 xp per die of
damage they
cause. Thus, a sonic pistol
which causes
3d6 damage per shot is worth
600 xp.
The rifle
versions of powered missile
weapons are different than
the rifle versions
of ballistic weapons, for
their damages
will increase, as well as
their ranges.
For powered missile rifles,
the DM needs
to calculate base xp value
(such as 800 xp
for a sonic rifle) by damage,
then double
this value (because the
weapon is a rifle
version of a pistol). Thus,
the sonic rifle is
worth 1600 xp. This makes
rifles worth
much more experience than
pistols and
should force the DM to make
powered
rifles more rare than any
other sort of
technological weapon, which
is as it
should be.
Powered missile weapons that
can kill or
disintegrate their targets
with one shot are
worth a flat 3000 xp in
pistol form, 10,000
xp as a rifle. Needless
to say, these items
should be virtually nonexistent
and should
USE many charges per shot
(half of a
power cell, for instance).
Ammunition is also awarded
an XP
value. Bullets are worth
25 xp
per die of damage they cause.
This means
that a bullet causing 1d6
damage is worth
just as much experience
as a bullet doing
1d10 damage, just as a magickal
crossbow
bolt +1 is worth
the same experience as a
magickal arrow +1.
Power cells are worth
20 xp per charge, so a fully
charged power
cell with twenty charges
is worth 400 xp.
Such low values for experience
enable the
DM to keep the party well
supplied with
such items.
Miscellaneous technological
items are
the most difficult to classify,
due to the
vast variety of such items
which can occur.
These items can be divided
into three groups:
misc. technological devices
that resemble magickal items,
those that resemble spell
effects, and
the devices that are so
unusual that they are like no
sort of magick and must
stand alone. The
methods for awarding experience
for
these, different sorts of
items are described
in detail below.
Many misc. technological
devices
will resemble some sort
of already-
existing magickal item.
If this is the case,
the technological item can
be awarded
XP as if it were the magickal
item, and the situation
is easily resolved.
Using this method, a pair
of powerful
binoculars is worth the
same experience
value as eyes of the
eagle, or 3500 xp. A
dose of medicine which cures
2d6 damage
is like a potion of healing
(200 xp), and so
forth.
In many cases, however, the
two items
will be alike but will not
have the same
duration, In this case,
the technological
item in question must suffer
a reduction
in, or be granted more experience
value.
For a technological item
which is permanent
and which emulates a magickal
item of
temporary nature, the technological
item's
awarded xp are double those
of the magickal
item in quesiton. When the
technological
item is temporary but the
magick item
to which it is compared
is permanent, the
technological item is worth
only one-quarter
of the xp value of the magick
item.
For example, TAKE the first
case. Compare
a technological facemask
which allows
one to breathe water, much
as a
water breathing potion.
The
mask will last
forever (so long as it has
power, anyway),
but the potion only lasts
a few hours. The
potion is worth 400 xp,
so the mask is
worth 800 xp. In the second
case, a necklace of adaptation is compared to a disposable mask
that filters out one dose
of
poisonous gas. The necklace
is worth 1000
xp and is a permanent item.
Since the
mask will only work once,
it is worth only
one quarter as much experience
as the
necklace, or 250
xp. This system will probably
TAKE care of most misc.
technological
devices.
The DM should always try
to USE the
above method of awarding
experience. It
keeps new items compared
to existing
items and provides the simplest,
most
direct XP conversions. Sometimes,
however, this method may
not
work. There may be times
when the technological
item resembles a spell effect
more closely than a magick
item. These
items are awarded experience
by the level
of the spell they emulate.
An item which resembles a
spell is
worth 150 xp per level of
the spell it resembles.
This makes a technological
drug
which allows its user to
run for many
hours without tiring worth
150 xp, for it
duplicates the effects of
the 1st-level
M-U spell run. Items
that resemble
multiple spell effects are
worth the XP
of the highest spell level
emulated
and half that of each of
the other
spell effects.
For example, a technological
item that
allows weather control might
also allow
the user to create lightning
(as a call lightning spell),
gusts of wind, precipitation,
cloudbursts,
and zephyrs.
The base experience for
the machine is 900 xp, for the
6th-level M-U spell control
weather
is the highest level spell
that the machine
emulates. The other spell
effects are
worth a total of 900 additional
XP
(three 3rd-level spells,
a 2nd-level
spell, and a 1st-level spell
equal 12 spell
levels, times 150 xp per
spell level, divided
by two because these spell
effects are
secondary to the primary
control
weather
function), so the entire
machine is worth
1800 xp. As a rule of thumb,
the spell list
used to determine spell
level should be the
M-U list first, for this
list contains
most spells of general nature.
From here
the DM can go to other spell
lists as necessary.)
These values are modified
as above for
comparing permanent and
temporary
items. Thus, if the weather
machine mentioned
above was a permanent item
(as it
would probably be), it is
worth 3600 xp.
This is not much experience
for such a
potent item, but then it
will need many
power cells and possibly
other expensive
material components to continue
operating.
This method of awarding
experience
should TAKE care of all
SAVE a very few of
the technological items
which do not fit
the guidelines given above.
The item which does not fit
either of
these categories will be
unusual indeed.
Assigning XP for an item
like this is strictly up
to each DM, based
upon the relative power
of the item. Compare
the item to magick items
or spells it
even remotely resembles
and work from
there, using the suggestions
give above.
The example for this section
is a suit of
ballistic cloth which prevents
damage
done by thrusting weapons.
This suit is
slightly akin to a stoneskin
spell (4th-level
M-U spell) or a periapt
of wound closure,
but is not as potent as
either. The
spell effect would make
the item worth
1200 xp (150 xp per spell
level x 4th-level
spell x2 because the spell
is temporary
and the suit is permanent),
while the
magick item would make it
worth 1000 xp.
One solution here could be
to average
these two values, to end
up at 1100 xp.
This value should then be
halved, because
the item is nowhere near
as potent as
either the spell or the
magick item in question.
The suit ends up being worth
550 xp.
There are, of course, other
solutions here,
and it is up to each DM
to find them. This
process is a time-consuming
bother, so it is
heartily recommended that
the DM not
put in too many items of
this sort.
Selling
technological items
The selling of technological
items is
going to be much easier
for characters
"than the buying of" such,
just as with magick
items. The value of a technological
item is
dependent upon its durability.
If the item
is temporary, it is worth
three times its
XP value in GP.
Items which need ammunition,
power, or
other assistance before
they will work are
worth five times their XP
value in gold.
Technological items of a
permanent, non-assisted
nature are worth as much
gold as
eight times their XP value.
This system will not work
in every case,
but it is a good general
guideline to START
with. It allows for the
quick sale of most
technological items.
Buying technological items
is strictly up
to the DM, if it can be
done at all. Ballistic
weapons which can be made
by local
craftsmen should sell for
about 40-80 gp.
This makes them expensive
but not unreachable
to low-level parties. As
with
magickal items, technological
items which
can normally only be found
should have to
be traded for (using other
technological
items, magickal items, etc.)
or bought at
prices which are grossly
unreasonable (10-20
times their experience value
in gold).
Special circumstances may
mitigate this.
As with buying magickal
items, this entire
process is a field where
the DM is pretty
much on his own. Skill at
handling situations
like this comes only with
experience,
and no further explanation
can be given in
this article.
Finally, it is important
to remember that
to buy or sell technological
items, there
must be a seller and a buyer
handy! While
some minor items could be
bought or sold
in small communities, it
will TAKE the
resources of a city to handle
larger technological
items. This allows opportunity
for
thieves to steal the item,
and may lead to a
lot of excitement. Technological
items are
just like magickal items
in the respect that
experience is gained for
keeping or selling
the item -- never both.
The case
for technology
This
article has so far discussed only
modern or futuristic weaponry.
No mention
has been made of weapons
such as
the blunderbuss or the musket,
nor will
this article go on to discuss
such. There
are two reasons for this.
DRAGON Magazine
has already published several
excellent
articles on more primitive
(or early, if
preferred): technological
weaponry. The
best examples of these are
"Firearms" by
Ed Greenwood (issue #60)
and "A Second
Volley,"
by the same author, in issue #70.
These articles deal very
completely with
the beginning of ballistic
weaponry, so no
repeat performance is necessary.
Also, it is this author's
opinion that such
weaponry does not belong
in the AD&D
game. Once a world is given
the secret of,
gunpowder, it can be argued
that technology
will follow the same course
it did on Earth.
[See, however, "All
about Krynn's gnomes,"
in issue #103. --
Editor] From crude ballistics
such as noted above, the
human
race has developed a plethora
of powerful
ballistic (and nuclear)
weapons. Allowing
early ballistics in a campaign
world makes
way for advancement down
the chronological
road. Technological weapons
in an
AD&D campaign world
should therefore
be constructed so that the
inhabitants of
that world cannot reproduce
their vital
components.
While the smiths of an AD&D
world
would probably be able to
reproduce a
modern ballistic weapon
(if in slightly
poorer quality), the ammunition
would be
another matter. However,
given time and
the aid of a magic-user
friend, a clever
alchemist could probably
solve that problem
also. Here, then, is the
weak link. The
problem is not the weapon
(even a machinegun
is nothing except a fancy
club,
without its bullets) but
the ammunition. In
its modern-day form, ammunition
is derived
from natural ingredients
which are
easily reproducible in a
well-stocked
alchemist's laboratory.
The solution here is to upgrade
the vital
component, the ammunition,
to such a
point that it cannot be
reproduced in a
medieval society. For the
modern-type
bullet, this could be accomplished
by
replacing the catridge with
a wad of
plastic explosives. These
explosives are
shaped like a brass cartridge
and are
entirely consumed in the
firing of the
bullet. This leaves no residue
for a busy-body
alchemist to study, and
the explosives are
so advanced that an alchemist
could not even break them
down to study,
much less reproduce them.
In powered
weaponry, power cells are
the ammunition.
They are nonreproducible
in any
medieval society and must
be found. The
average power cell should
be about the
size of a watch battery
and should contain
about twenty charges. Any
less than this,
and the fighter will be
changing cells too
often! The problem is solved
by leaping
from swords and crossbows,
straight into
high technology.
This same general principle
applies to other
technological weapons in
the campaign.
Grenades are converted to
plastic explosives,
and plastic explosive bullets
replace
all traditional bullets.
The chain of events
which could have led to
a low-technology
civilization into an advanced
one is now
broken. Characters still
have the new
weapons and the DM does
not have to
worry about characters reproducing
ammunition.
The characters still have
to
depend on the DM for resupply,
so
control stays with the DM.
Advanced weaponry is even
easier to
control. Such devices would
have thousands
of parts, nearly all beyond
the archaic
craftsman's ability to reproduce.
They would be made of high-tech
materials
and could not operate if
parts were
replaced with baser substances.
These
devices also take power
cells -- more
nonreproducible items. They
remain, to
the characters, a form of
alien magick
which must be supplied by
the DM.
Miscellaneous technological
items are
handled in the exact same
way. If the DM
wants to give away a coffee
grinder, he
needs to make it fully automatic,
with
forcefields to crush the
contents. The
average miscellaneous technological
item should be beyond all
comprehension in its
workings, so long as it
is usable by those
who find it. Using advanced
technological
devices is just one way
for the DM to
"stay on top of things"
and stave off
trouble before it begins.
Undoubtedly, many DMs are
already
thinking about combining
magickal and
technological items to create
"magitek"
items. Unless the DM has
much experience,
this is not recommended.
Upon this
author's world of Chrysoberyl
such experiments
were tried, and nearly all
of the resultant
items were simply too powerful.
Technological items, as
outlined above and
in the referenced articles,
are potent
enough to stand on their
own. The addition
of magickal abilities to
already-potent
technological items generally
creates an
item which upsets the balance
of the
Game.
For more experienced DMs,
there is one
small sort of magical-technological
blending
which could be allowed.
Magic-users
of high enough level to
enchant
an item (12th level and over) could create bullets
or recharge (but not create)
power cells.
For bullets, this calls
for the wizard to
have dummy bullets made
of fine materials,
worth a minimum of 100 gp
per bullet.
He then uses the enchant
an item spell. If
the spell takes effect, the
wizard finishes
t h e p r o
c e s s w i t h a magic missile
spell. One
bullet per level of the
caster may be thus
enchanted, with one
enchant an item spell.
If the initial saving throw
for the bullets
fails, the entire lot is
ruined, and the
magic-user must start over
with a new
batch of bullets.
For power cells, the wizard
again uses
the enchant an item
spell. If this takes
effect, the process is finished
with a shocking grasp spell, one such spell per power
cell recharged. The wizard
may recharge
up to two charges per level
of experience
he has, i.e., a 15th-level
magic-user may
recharge up to thirty charges.
The number of power cells recharged does not
matter, so long as the total
number of
charges restored to all
involved power
cells is no greater than
two per level of the
spell caster. Material components
for this
spell cost 100 gp per charge
restored.
No other use of ?magitek?
items should
ever be allowed. Powered
devices which
need no power cells would
certainly be
handy, but they defeat the
purpose of
technology in the AD&D
game as a secondary diversion. If the DM wants technological items to replace
magical items in
his world, he is playing
the wrong game;
try the GAMMA WORLD
or TRAVELLER
games! The items created
by the magicuser in the above examples have no ?to
hit? bonuses or damage bonuses.
They
merely allow the continued
use of technological items which have otherwise run
out of ammunition. They
are a minor
compromise between two opposite
forces
in the AD&D universe,
and should be all
the ?magitek? a DM needs.
Hints
for game balance
When all is said and done,
everything
which has been suggested
in this article is
only a set of guidelines.
By using such
guidelines, the DM can avoid
many of the
mistakes and pitfalls that
this author met
when adding technology to
his own game
world. In this final section
are three rules
to further aid the DM. They
deal with
areas which have been studiously
avoided
thus far, so that their
import could be
noted by their position
at the end of this
article. These problems
areas are automatic weapons (machine guns), the use of
bombs and other devastating
weapons,
and magic versus technology.
1. Control automatic weapons.
Technological weapons, whether ballistic or powered, are quite powerful.
When the DM
decides to add automatic
weapons, things
can get out of hand in a
hurry. Characters
can begin to hoard bullets
and power cells
for that ?burst of glory?
that will wipe out
a DM?s best creations and
ruin an entire
adventure. The best way
to avoid this
problem is not to allow
any automatic
weapons at all. If, however,
a DM desires
to add such devices, here
is all the help
this author can offer.
Generally speaking, automatic
powered
weapons are impractical.
Charge usage
will run the weapon out
of ammo before it
can be used to create much
more than one
quick spray, and such use
would probably
slag the weapon?s circuitry.
The individual
DM may add such an item
perhaps once
or twice, for special missions
or such, but
continued use of automatic
powered
weapons is strongly discouraged.
Automatic ballistic weapons
are much
easier to handle. If the
ammunition is kept
to small caliber (such as
5 mm), the bullets
can be given poor armor
penetration
bonuses. In addition, automatic
fire affects
a 90-degree arc in front
of the firer and is
nonselective; like an area-effect
spell,
friend or foe alike may
be hit. Since the
weapon?s user cannot really
control each
bullet?s flight, ?to hit?
rolls for all bullets
are at -2 on this roll.
Automatic weapons
fire no more than 20 bullets
at a burst
(that is, per melee round)
and should have
10%-40% misses before ?to
hit? rolls even
begin (bullets are removed
from play,
unless the firer shot into
a crowd). Once a
character uses a magazine
or two of hardwon ammunition with penalties like these,
automatic weapons use should
be drastically cut down. Such weapons can never
be produced by the inhabitants
of a medieval society and must always be found.
Ammunition must be found
specifically
for these weapons. Again,
automatic weapons are not recommended except for
special missions in which
large numbers of
weak creatures would be
met. Ammunition for the weapon would be next to
impossible to get after
such a mission.
2. No bombs.
Grenades should be all of
the heavy artillery a party
needs, as far as
technological area-affect
weapons go. If
fragmentation grenades doing
2d6 damage
do not seem potent enough
to a DM, he
can always add his own grenades
which
do more damage. Maximum
damage for a
grenade should be 5d6, maximum
area of
effect a 20-foot radius.
This is the equivalent of a 5th-level magic-user using a fireball
spell. This rule also encompasses such
devices as artillery, which
are also not
needed. Weapons on this
scale promote
too much power-playing and
make such
activities as seiges and
the like too easy.
For special scenarios, the
DM may have
characters activate a bomb
which blows
up an entire keep or some
such, but devices on this scale should never be owned
by player characters.
3. Magic always wins.
The AD&D game
world is a magical one,
and in such a
world that power should
be ultimate.
When like amounts of magic
and technology clash on equal terms, the magic will
always win. Period. This
keeps the game
focus where it should be
and delegates
technology to the secondary
status it
should have in the game.
Using technology in an AD&Dgame
can
give it energy and kindle
new excitement,
but the DM must be sure
that he is in
command of this new element
at all times.
With few established rules
to follow, the
DM experimenting with technology
has to
know what he wants the technology
to
accomplish, how powerful
it is in relation
to the magic of his world,
and what can be
done with it. In this article,
the DM has
been given some suggestions
and references to help him find other helpful articles, but this alone
is not enough. He must
now sit down and work out
his own technological system. Extensive playtesting
with NPCs will show the
DM the strengths
and weaknesses of various
strategies, so
that the technology introduced
will
strengthen, not damage,
his campaign.
With the above guidelines
in mind, the DM
now has a whole new path
to explore on
his way to forging a campaign
which will
last a lifetime.