Hello all! I'm working on my first (!) big homebrew campaign, and I need some advice and maybe even a little help. Here's the jist:
At the beginning of the campaign, the world seems devoid of magic. Long story short, magic was sealed away centuries ago, and over the course of the campaign, players will hopefully cause the magic to become unsealed. The closest thing to magic are objects called soul stones--so called because they give "souls" to robots, who, because of the stones' power, are fully realized individuals. The soul stones allow some pretty outrageous stuff to happen and can function in multiple capacities, such as hypnosis orbs, batteries, lasers, etc. Between them and the increase in technology in the world, some pretty crazy things can be built.
Here's my goal and my problem: I am trying to reimagine the spells from DnD 5e as technological augments that can be added to robot players and, in some cases, humans. Robots, in this capacity, can act like magic users. I have made headway with a lot of the spells, but certainly not all of them. Some are out of the question just because of limitations. I believe there's also the possibility of breaking out of the rulebook and coming up with a myriad of other possibilities as well. I could use some help and a few extra imaginations to aid me in this process!
I could also use some advice on the mechanics of it, since I don't want the system to be under or overpowered. It would make less sense for these augments to be available to players just upon leveling up; the mechanic nature of them suggest they would need to be made and could possibly be made at any time. I definitely don't want players to be able to just make OP weapons or augments. A lvl 1 player shouldn't have access to lvl 10 "magic." My current solution is to make players find materials for their augments, without which they cannot be made, and to pay substantial sums for their abilities. Some mechanically-inclined players themselves can create some low-lvl augments with a good enough "engineering" check, but any one player can only have so much going on without becoming over-encumbered or shorting out (like with spell slots). I'm turning to some video games with building mechanics to help guide me here, but any input would be helpful and appreciated!
Maybe I bit off more than I could chew for my first homebrew, but I think it's worth it. I'm in love with the world I'm making. Please let me know what you think and blast me full of good ideas!
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Hello all! I'm working on my first (!) big homebrew campaign, and I need some advice and maybe even a little help. Here's the jist:
At the beginning of the campaign, the world seems devoid of magic. Long story short, magic was sealed away centuries ago, and over the course of the campaign, players will hopefully cause the magic to become unsealed. The closest thing to magic are objects called soul stones--so called because they give "souls" to robots, who, because of the stones' power, are fully realized individuals. The soul stones allow some pretty outrageous stuff to happen and can function in multiple capacities, such as hypnosis orbs, batteries, lasers, etc. Between them and the increase in technology in the world, some pretty crazy things can be built.
Here's my goal and my problem: I am trying to reimagine the spells from DnD 5e as technological augments that can be added to robot players and, in some cases, humans. Robots, in this capacity, can act like magic users. I have made headway with a lot of the spells, but certainly not all of them. Some are out of the question just because of limitations. I believe there's also the possibility of breaking out of the rulebook and coming up with a myriad of other possibilities as well. I could use some help and a few extra imaginations to aid me in this process!
I could also use some advice on the mechanics of it, since I don't want the system to be under or overpowered. It would make less sense for these augments to be available to players just upon leveling up; the mechanic nature of them suggest they would need to be made and could possibly be made at any time. I definitely don't want players to be able to just make OP weapons or augments. A lvl 1 player shouldn't have access to lvl 10 "magic." My current solution is to make players find materials for their augments, without which they cannot be made, and to pay substantial sums for their abilities. Some mechanically-inclined players themselves can create some low-lvl augments with a good enough "engineering" check, but any one player can only have so much going on without becoming over-encumbered or shorting out (like with spell slots). I'm turning to some video games with building mechanics to help guide me here, but any input would be helpful and appreciated!
Maybe I bit off more than I could chew for my first homebrew, but I think it's worth it. I'm in love with the world I'm making. Please let me know what you think and blast me full of good ideas!