Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/5/84; site ulowell.UUCP Path: utzoo!watmath!clyde!burl!ulysses!bellcore!decvax!wanginst!wang!ulowell!dobro From: dobro@ulowell.UUCP (Chet Dobro) Newsgroups: net.games.frp Subject: Re: High Tech in AD&D (help). Message-ID: <167@ulowell.UUCP> Date: Tue, 21-Jan-86 00:01:33 EST Article-I.D.: ulowell.167 Posted: Tue Jan 21 00:01:33 1986 Date-Received: Thu, 23-Jan-86 20:50:58 EST References: <1277@hpda.UUCP> Organization: University of Lowell Lines: 77 > I'm looking for comments and ideas from other DM's on how to handle > mixed technologies in an AD&D world. I've recently begun a campaign My imediate reply is *DON'T*. As both player and DM having to deal with these things, it gets pretty messsy, but when needed, as in your case... > that puts a group of modern (actually circa 2010AD) individuals into > a classical AD&D world (rules by-the-books). They've gone through a > polymorph race-filter to make sure that their classes don't conflict > with the book's human class limitations (i.e. human becomes elf or > half-elf to allow split classes). Neat idea, though you could have either made the humans split-class or fudged the rules. I like it, though... > The details of how they aquire weapon proficiency, etc have been covered > along with the technological basis for magic and monster existance. The > real problem is how do I map (with a reasonable outcome) the ancient > artifacts that are part of the precursor civilization that resulted in > the AD&D world? This could be a parallel problem to the recent discussion > of putting lasers into a game. The difference here is that my 'world' is > based on the idea that: > > "A sufficiently advanced technology would be indistinguisalble from magic." > > To be specific, I would like opinions on how to map 'blasters' into AD&D > weapons statistics. (i.e. +4 longbow {d6+6 dmg / shot} ?) > > 1. Blaster rifle. Rate of Fire: as light crossbow (same proficiency too) Damage: nd8 (where 'n' [suggested range 2-4] is thing's relative power) > 2. Blaster pistol. ROF: as hand crossbow (same proficency as well) damage: md6 (where 'm' is less than 'n' above, in the range 1-3) > 3. Blaster cannon. ROF: as ballista (if I am assuming this thing to be comparable) dmg: pd10 or pd12 (where 'p' is in the range 4-7) #1-#3 are assuming no charges (or a set number per hour or whataver) If you limit them to non-replacable charges, by all means up the power. > 4. Defense shield. (i.e. Minor Globe of Invulnerability)? What does it defend against? It could act as Ring of Protection +a with other advantages as well. > 5. Laser knife. Think along the lines of a +n (whatever appropriate) Dagger, Flame tongue. Not only swords can have neat features. > 6. Force shield. (Wizard locked invisible door)? Again, see #4's comment. ------ Also, as a general help, take a look at module S3 "Expedition to the Barrier Peaks" It deals a lot with how tech-items translate into AD&D terms. Going back to my first comment - be very careful how this works. Items that do not use up charges can become very powerful, but without replacable charges they get used up fast. Maybe some MU could research a spell to charge tech items... Good luck, let us know how things work out. Gryphon