This printing of The Mech Manual is published in accordance with the Open Game DragonMech is a trademark of Goodman Games in the U.S. and/or other . Author: unknown. Please edit this page and add it. (add |author=) Publisher: White Wolf Publishing/Sword & Sorcery Studios. Release Date: unknown. Please . I’m not much into mech either: about So with a -7 penalty, I didn’t really expect to enjoy Dragonmech. I had driven about an hour to get to the.
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Page 1 of 2 1 2 Last Jump to page: Results 1 to 10 of The thing is, I was less than enthused about receiving Dragonmech for review. Doom Stiders Bastion had some interesting ideas powering it, but the mechanical execution was sloppy enough that dragonnech never got played in this neck of the woods.
The Mecha rules presented are nice and solid. They can afford to be, since they do not attempt to overreach themselves mmanual become all things to all people. The advanced mecha of Japanese anime have no mecu on Dragonmech. No more or less than you would expect. Steam Powers are a fantastic mechanic. Taking a normal repeating crossbowand adding the Steam Power Automater which allows a normal device to perform a simple task of up to three stepsTargeter which allows a weapon to aim itselfa Discriminator which allows a weapon to tell friend from foe and Voice Command which allows a device to be operate by voice, rather than manual controls and you have a nice shoulder-mounted, voice operated weapon that will attack the owners manal on command.
Reading the list of Steam Powers sets the mind awhirl with such ideas. The author describes these changes in painstaking detail. The art is magnificent. Though it is black and white, the choices made by the artist Dragonmdch Janssen are good ones. Dark, brooding and vaguely medieval looking. I was very impressed with Dragonmech and intend to play it as soon as I can drum up players.
I doubt it will take long. Join Date Apr Posts 2, Dragonmech This hardcover core rulebook introduces not just kanual new world but the first comprehensive d20 treatment of fantasy mechs. Built on the foundation of a traditional fantasy campaign, DragonMech is easy to integrate into any ongoing game, or it can be used on its own.
It features extensive rules for fantasy mechs powered by machinery, magic, and manual labor, fully integrated with a host of new classes, feats, skills, and items specially designed for a mech-based fantasy campaign. DragonMech DragonMech is a campaign setting for d20 system fantasy, prominently featuring giant robot-like constructs.
The book is written by Joseph Goodman of Goodman Games. All art in the book is attributed to Niklass Jansen.
DragonMech: Mech Manual by Dragonmech, Sword and Sorcery (Paperback, 2005)
The cover is color and depicts some mechs engaging in hand-to-hand combat, with bizarre creatures in the backdrop. The interior is black and white. The interior illustrations all have a somewhat smudgy looking black and gray inkbrush style. A Deeper Look DragonMech takes an approach to setting design not unusual for d20 fantasy settings: The idea behind DragonMech is that the moon of the DragonMech world drew close to its parent, and rained destruction down upon it, in the form of both damaging particles that came down in a “lunar rain” as well as monstrous alien creatures that ravaged the surface in particular, lunar dragons.
The surface dwelling races fled to the “underdeep” inhabited by the dwarves at the time. One dwarf pioneered the creation of mechs which allowed a return to the surface world, providing both protection from the lunar rain and a means to combat the alien creatures which ravaged the surface.
Some mechs that were built were the size of cities. The worst of this disaster has passed, but the mechs remain and not all threats are abated by the time that the campign begins. The campaign is thus set in a period of recovery and rediscovery of the surface world. The rains are still there, but not so bad. The lunar dragons and other strange creatures are out there, but the races of the world have mechs now. Classes are a different story.
Some classes have few tweaks, and new variants and whole new classes are provided: A very odd tweak, the clockwork ranger is adapted to the unusual wilderness that exists inside some city-mechs, the gear forests unoccupied machinery spaces that have acquired wildlife of its own.
This is DragonMech ‘s principle “tinkerer” class. Class abilities include “steam powers. See below for details on the steam powers system. The constructor is essentially a specialist wizard with access to a new school of spells introduced in the book related to constructs. Like divination specialists, they must surrender access to one school.
The model mech-piloting class in the game. Many characters can pilot mechs, but the class abilities of the mech jockey are essential in getting the best performance out of a mech, overcoming many weaknesses inherent to a mech.
They vary from a standard rogue primarily in that their class skill list is slightly different, and their special abilities gained after 10th level relate to defeating mechs. A second steam tech class, steamborgs replace part of their body with steamtech. They gain some steam powers as coglayers do but slower as well as enhancements to their personal abilities as they replace parts. There are also a variety of prestige classes that fill specialized roles or mix class abilities.
The major new class mechanic is steam powers. Characters with steamtech classes progress slowly as they gain levels; this represents the amount of steamtech items a character can maintain. A character gains individual powers but each device may include multiple powers.
Powers can be stacked to gain greater potency, or new functions. They don’t seem overtly weaker than existing classes, but given they only gain powers linearly, and have to invest powers either to add new powers or enhance old, it seems like they are force to choose between depth and breadth in their abilities.
The heart of the book is the mech rules themselves, which can support mechs so big that they are called “cities. Power source is of one of five types: The power source used has a strong influence on the capabilities of the mech. However, even given these effects, the man-powered mech stretches my suspension of disbelief. I just have a hard time picturing an array of slaves manipulating levers and pulleys powering an effective mech.
Mechs begin and large size on the standard d20 creature scale. However, they blow the top off of the scale. DragonMech extends the scale beyond colossal. But the scale does not stop there. Six further categories are labeled City Mech A through F.
To repeat for those who missed it: How big some of these are is mind-boggling. A city mech F can have over hit dice! Mechs receive ability scores, spped, and HD according to type and size. Mech constructors can add armor and other traits, and severel sample mechs are provided. The setting chapter describes the DragonMech world in further detail.
DragonMech Mech Manual – D&D Wiki
Another major feature of the DragonMech world is a large seasonal variance in water levels, which the author purports would result in no ports, more amphibious life, and frequent changes in landforms. It also kech the major detailed continent it’s name: Highpoint, describing the continent high relative elevation, which gives it an advantage over other continents assailed by the sea.
The setting chapter discusses regions and settlements of Highpoint in detail. Not all major cities are city mechs, but many former major cities lie in ruins. The city mechs, in particular, are located in flatlands near the dwarven lands in which they were first forged.
The creatures chapter in significant, weighing in at 25 pages. Most of the creatures fall into two categories: A campaigning chapter discusses various ways to apply the material in the book. This chapter is strong compared to similar such chapters in other books in that it strongly focuses on the themes introduced in the book, and provides strong ways to play up those themes and utilize the setting.
A minor bit of the chapter is drayonmech with adapting the books material to other settings, and appealing idea simply because the book looks ready made for such use. A final chapter introduces a detailed city mech that can be used as the basis for a campaign.
Conclusions I took in DragonMech with a mixture of bewilderment and awe. Some of the concepts are mind boggling, but appealing. I feel this book could have sold its feel better with a stronger artist of a wider variety of artists that could have perhaps better captured and conveyed some of the feel of the setting that I only saw glimpses of it the muddy looking artwork in this book.
The mechanics are overall an improvement over some other Steamtech materials I have seen. The classes are overall well done, though I do have questions about how the steam powers system would dragonmwch out in actual play.
What the CR for a city sized mech? I’m in the opposite camp as far as the artwork goes, though: I couldn’t imagine a better choice for the artist, and I love that Goodman went with one artist for the whole book. It gives DragonMech a very cohesive vision, and I think the style perfectly complements the setting: I saw the cover, saw some ads in the usual RPG magazines and really wanted to manyal more.
As I read through it, I realized that I had stumbled on to something entirely different. DragonMech is certainly unlike these other products. It certainly reminds readers of Battletech, Robotech and other tactical games. To be fair, though, Goodman makes it abundantly clear that the intention is not at all to draw a similarity to Battletech dragonmeech Robotech. Goodman claims that rather than the sleek Anime style, these should remind the player of large Gutenberg presses, clunky furnaces and the black soot of the Industrial Revolution.
The mechs themselves are certainly the focal point of the book.