Shemsu-Heru wrote...
In my opinion, magic, and technology or science; Are opposite terms, and hardly could coexist in The same Universe.
For example In The Game "Arcanum of steamworks and magick obscura" you have magic, and steam technology but they are opposite powers, they can't work together and usually if both are conbined it would cause dangerous consecuences. So Arcanum NPCs have to chose the way of the magic or the way of technology....
You're certainly entitled to that opinion, but it is not supported by the D&D rules. Any sort of item can be enchanted by magic in D&D/D20 rules. There's absolutely nothing preventing you from having an assault rifle +3 or a Flaming Burst antimatter rifle +5.
There are several settings, such as the classic Blackmoor setting, created by D&D co-creator Dave Arneson, which have magic and technology coexisting. This version of Blackmoor was also part of the classic Mystara setting as well, though in its distant past. Then there's D20 modern, which has magic existing in the modern-day Earth. There's also the classic Greyhawk module Expedition to the Barrier Peaks, written by Gary Gygax, where the dungeon is a crashed spaceship filled with robots and aliens. Dragon Magazine also ran an article called "Greyhawk 2000", about the Greyhawk setting 1500 years in the future, comparable to 21st century Earth, with high-technology enhanced by magic. So as far as D&D is concerned, magic can (and does) exist in the same universe as technology.
The catch is that societies that focus on one area rarely focus on the other. There's little need to develop a CAT scan machine or vaccines when every cleric can cast remove disease or heal. Likewise, if you're technologically advanced enough to produce a machine gun, a magic missle spell is kind of a joke.
Having said all of that, however, I voted on the Dinosaurs option, because I have a use for that more than I would have a use for technomancy.