Ok, The ultimate goal of the "Steam and Strategy" is a place for me to update the status of my progress in the translation of Goodman Games Dragonmech Setting from it's d2o 3.x roots to 4E compatible. Something i really started on some months ago, but have recently decided that I would as my new years resolution complete the project by the end of 2009, a bit late but for a pet project, not bad.
So We'll go with some set up for now. Things that need a change and update.
Setting history and background for the setting.
Factions and faction specific all of the above.
Ok, easy stuff first, spells are now powers, so no problem there.
Mechs, pretty easily covered by the new vehicle rules.
Weapons, easily integrated a few new classes of weapon: guns, bladed things with tiny bits of metal moving at rocket speeds around them, flamethrower, lightning generator.
Those last two are steam powers, and pretty basic things for Coglayers who used them as what amounted to basically their only power if taken to extremes. So What I've thought is to make steampowers like Magic items, but obviously not magical, just technologically better in ways, Something else for coglayers to futz with. So the items normally associated with Coglayers anyone will be able to use, Coglayers will just be able to use them better.
I've also been thinking of a malfunction system something to the effect of when using a steampower that is roughly when you activate the item(for other than at will powers) make a save, if it's sucessful the power works normally on a failure it malfunctions(without expending the power) somehow and needs some emergency repairs, roll on the right skill against 10+level of the item as a full round action, success means you can use the device again for powers, Failure means you didn't fix the malfunction and you can spend another round attempting to restore the device to functionality, roll of natural 1 on the emergancy repair check causes a catastrophic failure of the device, ranging from a fuel rupture to self targeting effects, depending on the device and power. On the occurance of catastrophic failure, it may be repaired or replaced in a short rest or extended rest. All of this stacks up to allowing the Coglayers powers to be a little more powerful as there is a chance of failure and time wasted.
Background and Setting (update, with some more time elapsed to advance the world and allow for some minor changes)
Races (minor adjustments for a few races, total rehauls for others)
Classes(80+ powers each, 1-3 paragon paths for each class, 5-6 Epic destinies)
Skill (to cover the loss of craft skills and knowledge of steam powers)
Review: “Tomb of Annihilation”
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