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From: "S. Wilson" <sswilson@?.??????????.edu> Date: Sat, 12 Dec 1998 10:44:32 -0800 (PST) Subject: Re: gnomish weapons!!!
> This gnomish ray weapon seems a bit overpowered, especially considering its > limited drawbacks. "Overheating" seems a tame problem, especially considering > that all they need to do is mount multiple weapons to permit the things to > cool down. A more gnomish drawback is a percent chance every time the thing > is fired that it explodes without firing. Gnomish weapons are a lot like Rube Goldberg contraptions. They're very complex, and there's usually a better and simpler way of doing things. I would simply reduce the effectiveness from 2d6 hull points to 1d4 or 1d3 (especially considering the limited amount of radiation a Continual Light puts out; scarcely more than a torch), and keep the "overheating" penalty. If you're *trying* to create a weapon which is noticeably more effective than conventional weapons--the bombard paradigm rather than the gnomish sweeper, though even the utility of the bombard can be questioned--you might keep the power level the same, throw in a chance of backfire or explosion, and alter the way the mechanism works. > Finally, I question the use of continual light to make the weapon work. I > imagine gnomes finding some other source of light--fire beetle sacks, > concentrated Neon Glowing Giant Space Hamster droppings, a fire body's > light--rather than rely on magic. [nods] Captured Blazazoids (sp?) might do. And then you wouldn't *need* a chance of backfire or explosion to provide the drawback.... Hemlock
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Month Index: December, 1998
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Re: gnomish weapons!!! | Whalejudge@???.com | |||
| Re: gnomish weapons!!! | S. Wilson |