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Author Topic: Combat Wheelchairs and how to make them work in medieval settings.  (Read 4081 times)

HappyDaze

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Combat Wheelchairs and how to make them work in medieval settings.
« Reply #15 on: August 13, 2020, 11:11:23 am »
Quote from: Ghostmaker;1144704
A summoner whose eidolon carries him around might work (especially if he's the much hated synthesist variant).

And, if you have that player, then the wheelchair is a living construct and is the actual PC, with whatever rides in it being the familiar/follower/pet.

Pat

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Combat Wheelchairs and how to make them work in medieval settings.
« Reply #16 on: August 13, 2020, 11:26:14 am »
I like the idea of an animated suit of armor. Another fun option might be a throne/palanquin. Since we want to give it a smaller profile, let's replace the litter and the litter-bearers with small golems, that carry the chair from beneath. In some ways it would resemble the Luggage, except if you look under the chair, dark onyx eyes peer back at you, and you might hear whispers like oiled blocks of a slate rubbing against each other as they chatter in their lithic tongue. They might get confused by conflicting or unclear orders, and pull in different directions. The bottom of the throne has handles for their tiny (but oversize, compared to their body) hands. There might be a set of handles on the back as well, for going up cliffs.

Alderaan Crumbs

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Combat Wheelchairs and how to make them work in medieval settings.
« Reply #17 on: August 13, 2020, 11:31:59 am »
Quote from: Stephen Tannhauser;1144569
Doing my usual blithe miss-the-point-completely gig, it occurs to me that you could make a fantastic RPG or literary hero out of a tragically paralyzed warrior given a magical suit of armour that allowed him to walk and fight again -- a suit of metal black as night, glinting blood red at the joints, animated by a dark supernatural force that demands its price from the wearer not in blood, but in tiny bits of soul and heart, wearing away one's humanity bit by bit . . . a suit that mysteriously, without warning, locks up in total immobility whenever the wearer comes too near a church, or a powerful cleric of Good, and which whispers . . . thoughts . . . to the wearer's mind whenever alone with innocents . . . .


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Pat

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Combat Wheelchairs and how to make them work in medieval settings.
« Reply #18 on: August 13, 2020, 11:32:44 am »
Quote from: Ghostmaker;1144704
A summoner whose eidolon carries him around might work (especially if he's the much hated synthesist variant).
The classic D&D version would be a djinn. (They have a carrying capacity for a reason.)

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Combat Wheelchairs and how to make them work in medieval settings.
« Reply #19 on: August 13, 2020, 12:38:38 pm »
Quote from: HappyDaze;1144707
And, if you have that player, then the wheelchair is a living construct and is the actual PC, with whatever rides in it being the familiar/follower/pet.

Okay, that is brilliant. :D
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FelixGamingX1

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Combat Wheelchairs and how to make them work in medieval settings.
« Reply #21 on: August 16, 2020, 02:47:14 pm »
Quote from: VisionStorm;1145086
Someone posted this over at the Pub... :D

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That's very cool in fact. I find it to be even more charming than other standard figures.
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VisionStorm

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Combat Wheelchairs and how to make them work in medieval settings.
« Reply #22 on: August 16, 2020, 03:10:27 pm »
Quote from: FelixGamingX1;1145123
That's very cool in fact. I find it to be even more charming than other standard figures.


Yeah, if I was into miniatures I might get some as a goof. Especially the dual axe spinning dwarf, or maybe the rogue with throwing knifes strapped to the wheels.

Simon W

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Combat Wheelchairs and how to make them work in medieval settings.
« Reply #23 on: August 17, 2020, 06:05:55 am »
In the Netflix series Vikings, didn't one of the characters have little or no use of his legs? (I didn't watch it much). I think he mostly used a chariot?

RPGPundit

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Combat Wheelchairs and how to make them work in medieval settings.
« Reply #24 on: August 17, 2020, 08:45:54 am »
Quote from: GeekyBugle;1144548
Just what the tin says.

The Wheelchair has to be as light as a 21st century sports one.

It has to be able to be folded and not add width to the character in any axis.

It has to add zero drag when swimming.

It has to fly in order to traverse cliffs leaving the character the hands free if it needs them to fend of monsters.

It has to be able to change course when flying to avoid attacks.

It has to be self propelling to traverse muddy roads without loosing more speed than anyone walking.

Towns need accessibility ramps.

It probably needs to be able to propel the user even when folded in flooded tunnels for instance, and add zero weight.

The user has to be able to get on/off of it as fast as a character dropping to the floor, getting up.

It has to be able to jump chasms.

It has to be fire proof and not heat conductive.

It has to not slow down the user in steep inclines.

It has to not roll down those same steep inclines.

It has to be able to traverse rope bridges.

Or you have to eliminate anything and everything from your world that would make it impossible to be wheelchair bound and go adventuring you bigots!


Here's the fundamental problem with your line of argument: when you say "medieval settings", you are presuming D&D settings like Forgotten Realms or Greyhawk. These are NOT medieval settings. They are ridiculous ren-faire US-tv-show fantasy funlands, where you could pretty much do any damn thing you wanted.  Gary Gygax had rules for slot machines in the dungeon.

So when SJWs say "you must let disabled player play disabled characters with Magical Combat Wheelchairs in your game", replying "this is not medieval" is a stupid and bad rebuttal to that. And it makes the SJWs seem reasonable and like the people fighting them are autistic nerds with no empathy who they can now accuse of "caring more about 'realism' in an elf-game than about PEOPLE!!1!".

The correct rebuttal is: "what you are demanding has nothing to do with gaming".
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Ghostmaker

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Combat Wheelchairs and how to make them work in medieval settings.
« Reply #25 on: August 17, 2020, 08:48:28 am »
Quote from: RPGPundit;1145213
Here's the fundamental problem with your line of argument: when you say "medieval settings", you are presuming D&D settings like Forgotten Realms or Greyhawk. These are NOT medieval settings. They are ridiculous ren-faire US-tv-show fantasy funlands, where you could pretty much do any damn thing you wanted.  Gary Gygax had rules for slot machines in the dungeon.

So when SJWs say "you must let disabled player play disabled characters with Magical Combat Wheelchairs in your game", replying "this is not medieval" is a stupid and bad rebuttal to that.

The correct rebuttal is: "what you are demanding has nothing to do with gaming".

In other words, mid to high fantasy worlds where such devices would be considered curiosities when compared to the utility of magic and sorcery. But you're not wrong. This is about someone wanting to shoehorn in a stupid idea.

RandyB

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Combat Wheelchairs and how to make them work in medieval settings.
« Reply #26 on: August 17, 2020, 09:00:00 am »
Quote from: RPGPundit;1145213
The correct rebuttal is: "what you are demanding has nothing to do with gaming".


Well said.

That can be used as a rebuttal to anything the SJWs try to impose on the hobby, during the "I'm going to be polite while I still can" phase of the encounter.

The Exploited.

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Combat Wheelchairs and how to make them work in medieval settings.
« Reply #27 on: August 17, 2020, 10:49:35 am »
Well said Pundit.

I've no problem with someone wanting play in a wheelchair. As long as they accept the possible consequences for doing so. Like not being able to get in and out of a dungeon every easily (if at al depending on the size). Or having the players leave them when the party encounter some nasty creature and they have to run like blazes. Or having tactical disadvantages to the rear. Or even having to traverse that narrow cliff pass atop of a snowy mountain. The list is endless.

Also, you could have a floating magic wheelchair. But I don't want that in a low magic or low fantasy system.

But that's how I like to game others may do it differently.
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Ghostmaker

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Combat Wheelchairs and how to make them work in medieval settings.
« Reply #28 on: August 17, 2020, 11:55:30 am »
I don't see the attraction at all, and it smacks of fetishism, which creeps me the fuck out. There is nothing 'awesome' or 'empowering' about having limited mobility. Even on a temporary basis it's no fun.

GeekyBugle

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Combat Wheelchairs and how to make them work in medieval settings.
« Reply #29 on: August 17, 2020, 12:05:10 pm »
Quote from: RPGPundit;1145213
Here's the fundamental problem with your line of argument: when you say "medieval settings", you are presuming D&D settings like Forgotten Realms or Greyhawk. These are NOT medieval settings. They are ridiculous ren-faire US-tv-show fantasy funlands, where you could pretty much do any damn thing you wanted.  Gary Gygax had rules for slot machines in the dungeon.

So when SJWs say "you must let disabled player play disabled characters with Magical Combat Wheelchairs in your game", replying "this is not medieval" is a stupid and bad rebuttal to that. And it makes the SJWs seem reasonable and like the people fighting them are autistic nerds with no empathy who they can now accuse of "caring more about 'realism' in an elf-game than about PEOPLE!!1!".

The correct rebuttal is: "what you are demanding has nothing to do with gaming".

And you would be 100% correct if I was arguing with an SJW, but I'm not, I'm mocking them.

Besides I would totally allow someone to have a combat wheelchair in my games, after reading the shit and maybe toning it down if needed.

But here's the thing, If I don't know you and you come with this? It's just as big of a red flag as the "security tools".
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