tukkek / javelin

Party-based roguelike (open-source strategy-RPG game).
https://javelinrl.wordpress.com/
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Technological items #344

Open tukkek opened 2 years ago

tukkek commented 2 years ago

Technological gear (plenty of cool options but hardly thematic) https://www.d20pfsrd.com/equipment/goods-and-services/technological-gear/

  1. Zipstick $20

  2. +2 Skillchip $400

  3. Arc grenade $750

  4. Concussion grenade $750

  5. Flash grenade $750

  6. Gravity grenade $2,250

  7. Bio grenade $3,300

  8. +6 Skillchip $3,600

  9. Black hypogun (of restoration) $6,000 (hypoguns apply secondary effect first or else healing)

  10. Laser sight $8,000

  11. +10 Skillchip $10,000

  12. Inertial dampening belt $10,000 (make automatic, perhaps half the charges)

  13. White hypogun (of remove disease) $15,000

  14. Jetpack $18,000

  15. Gray hypogun (of neutralize poison) $28,000

  16. Orange veemod $30,000

  17. Green hypogun (of life) $45,000

  18. Prismatic veemod $50,000

This is only a first set of suggestions.

tukkek commented 2 years ago

Craftable or too high-tech? #197

Zireael07 commented 2 years ago

How do you prevent those having the issue that bombs and other generic items have, i.e. obviating spells/magic items?

tukkek commented 2 years ago

Hey Zireael, just now saw your comment! As I mentioned in the Bombs design in another issue (which is probably what you are referring to), it's a bit of an open-question. My hope right now is that having played Wizardry and Final Fantasy and Ultima, there is enough thematic space for these types of items to work together. Wizardry in my experience does it best with gadgeteers and alchemists blending in perfectly along with mages and priests!

Much like these video-games, OGL books are also a mish-mash of ideas and these particular items are straight from the d20pfsrd.com wiki. Pathfinder itself has alchemists as a base class and even D&D 3.0 had rules for firearms and powder on the DMG I think.

Will it work, will it be distracting from fantasy themes? I really don't know but if it doesn't, deleting bombs and vaporizers (and these) is a lot easier than adding them into the game, which I've already done. I've removed entire major systems from the game while trying to find out what works for Javelin so I'd like to think I'd do the same if these don't work out, as they only took me a couple days of work to put in, I think... but only time and feedback will tell if they belong in the game for sure or not in the long term, I guess.

Mechanics-wise, almost every single item in Javelin is based on a Spell of some sort - so while Bombs can only be certain types of spells (hostile area-of-effects ones), Wands only single-target, Potions can only be beneficial single-target, etc... so an alchemist will always only have a limited amount of toys to play with while a true wizard with enough Intelligence will (possibly) have access to all spells directly, not only to a subset of items derived from certain spells (and also all of the scrolls they can put their hands on)!

While that may be enough for players to feel that wizards are more powerful/versatile/magical, I am honestly more worried about the themes (which the contents of this issue in particular may be taking too far)... but as I said I guess only time will tell ¯\_(ツ)_/¯

I'm always happy to find a thumbs-up from you when I write some of my ideas down! Thanks for keeping an eye on the project!