KuiperDragon
Villager
Hi there folks
First post newbie here on EN World, and feeling pretty excited about 5e so far. I thought I'd post something here and see if I could net a few thoughts. I've posted and gathered a few thoughts on the WotC 5e board as well.
Some of my group have expressed an interest in a different flavor of D&D. I ran a steampunk-themed setting back in the initial days of 3.0, and those players who participated in it are asking if I plan on re-skinning that setting for 5e.
I'll preface my questions by saying what I want to set up is not Eberron-style magepunk, where the technology is completely magic-based. And I do like Iron Kingdoms, but it's still much more magic-based technology than I am planning for. So I don't really want to use either approach. Instead, for the purpose of the setting I am building, imagine that magic and technology are separate forces, and that technology is largely supplanting magic.
With that in mind, I thought I'd skim some nets in these waters and see if anyone's got some interesting ideas on implementing steampunk cybernetics and firearms into D&D while we're waiting on the PHB and DMG.
One I was thinking about was having a feat requirement for the cybernetics, but will have to await the arrival of the PHB and see if the playtest docs I have approximate each other; most of the cybernetics were feat based in my 3.0 game and I still have many of the notes for it so it would be an easy conversion more than likely.
Another idea I rather like is from demon_idol on the D&D boards:
but I am concerned about the possibility that the cost might be too high to build an enhanced character at 1st level.
Here's a few of the cybernetic-type enhancements I am working on.
Pneumatic Limb Replacement
Pneumatic limbs are the first wave in limb replacement technolgies. They are rather large and bulky, with pistons, hoses and steam vents lining their lengths. Pneumatic limbs are still very popular among the military and desperate individuals with no need for or great sense of style. (Strength bonus, larger than CLR below)
Clockwork Limb Replacement
Clockwork limb replacements are slender and graceful compared to their pneumatic cousins. (Strength bonus, smaller than PLR above)
Leatherskin
A sheathe of specially-treated leather has been grafted to the character’s skin; the armor covers the wearer from neck to wrists
to ankles, leaving their head, hands and feet uncovered. Leatherskin is apparent if the recipient is unclothed, but otherwise unnoticeable. (AC bonus)
Boost
Boost increases the recipient's reaction to hyperactive levels; they are now jumpy and in constant motion and must eat twice as much to sustain themselves. (Initiative bonus)
Cerebral Boost
Cerebral boosts enhance the recipient's mental capacities; their cranium becomes grotesquely enlarged and their eyes develop constant tics. (Intelligence bonus)
Skillreel Slot
A skillreel slot is inserted into the character’s brain, which allows him access to a single skillreel. Skillreels are small tape reels which are inserted into and then read by the slot, and the resulting information is fed into the brain by neural pathway connectors. (Add proficiency bonus to the slotted skillreel)
Any thoughts or suggestions?

Some of my group have expressed an interest in a different flavor of D&D. I ran a steampunk-themed setting back in the initial days of 3.0, and those players who participated in it are asking if I plan on re-skinning that setting for 5e.
I'll preface my questions by saying what I want to set up is not Eberron-style magepunk, where the technology is completely magic-based. And I do like Iron Kingdoms, but it's still much more magic-based technology than I am planning for. So I don't really want to use either approach. Instead, for the purpose of the setting I am building, imagine that magic and technology are separate forces, and that technology is largely supplanting magic.
With that in mind, I thought I'd skim some nets in these waters and see if anyone's got some interesting ideas on implementing steampunk cybernetics and firearms into D&D while we're waiting on the PHB and DMG.
One I was thinking about was having a feat requirement for the cybernetics, but will have to await the arrival of the PHB and see if the playtest docs I have approximate each other; most of the cybernetics were feat based in my 3.0 game and I still have many of the notes for it so it would be an easy conversion more than likely.
Another idea I rather like is from demon_idol on the D&D boards:
I would have cybernetics work just like magic items. I think it would be cool if they were techno-magical devices drew on the character's life energy. Some number of permenant hit points when attached (usually 1), plus temporary damage + temporary reduction in max hit points when used for an extraordinary feat.
but I am concerned about the possibility that the cost might be too high to build an enhanced character at 1st level.
Here's a few of the cybernetic-type enhancements I am working on.
Pneumatic Limb Replacement
Pneumatic limbs are the first wave in limb replacement technolgies. They are rather large and bulky, with pistons, hoses and steam vents lining their lengths. Pneumatic limbs are still very popular among the military and desperate individuals with no need for or great sense of style. (Strength bonus, larger than CLR below)
Clockwork Limb Replacement
Clockwork limb replacements are slender and graceful compared to their pneumatic cousins. (Strength bonus, smaller than PLR above)
Leatherskin
A sheathe of specially-treated leather has been grafted to the character’s skin; the armor covers the wearer from neck to wrists
to ankles, leaving their head, hands and feet uncovered. Leatherskin is apparent if the recipient is unclothed, but otherwise unnoticeable. (AC bonus)
Boost
Boost increases the recipient's reaction to hyperactive levels; they are now jumpy and in constant motion and must eat twice as much to sustain themselves. (Initiative bonus)
Cerebral Boost
Cerebral boosts enhance the recipient's mental capacities; their cranium becomes grotesquely enlarged and their eyes develop constant tics. (Intelligence bonus)
Skillreel Slot
A skillreel slot is inserted into the character’s brain, which allows him access to a single skillreel. Skillreels are small tape reels which are inserted into and then read by the slot, and the resulting information is fed into the brain by neural pathway connectors. (Add proficiency bonus to the slotted skillreel)
Any thoughts or suggestions?
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