As long as you're conscious that because of the way damage die size increases progresses the damage of the bigger drones will be ridiculously high. Especially since the base is for small size instead of medium.
A Vormund (IV) would have 4d6 start at 8d6 before further size increases, okay, but a Allgemein (VI) would have its 6d6 turned into a whoppin' 32d6 base weapon damage.
Pfftt, you're level 16 by then, I don't see much problem.
8d6 at level 10 (before adjustments) is already pretty high. I don't think there is a level for 112 average base weapon damage before any modifier and that is without increasing it further. If there is one level 16 certainly isn't it.
Eeerr, the adaptative Queen doesn't have less actions per round.
Correct. My mistake.
Now you may have a case that the maneuvers are probably better than the mutations, but the Mutations are also the only way you're unlocking mass drone production, regeneration of HP and/or energy, and a bunch of other utilities.
There is no doubt that maneuvers trump the mutations. Regen of hp/energy can be taken with Super Pilot multiclassing and some maneuvers heal, prevent damage altogether or brings back from the dead when all else fails. They can be useful, no doubts about that, but it cannot compare to a bunch of separate entities with their own actions nova-ing their maneuvers together with your stats. Mass drone production can be a fun gimmick to work on but its what I call 'unreliable power' since you have no control over it. It is as use-ful/less as the GM wants it to be.
The point I'm making here is merely that the infiltrator queen is easier to optimize than the adaptive queen by far. Getting something else to tank for it besides one of its drones isn't that complicated and when you can outnumber your enemies by yourself and burst everything with your army, you don't have to fight head-on yourself.
All that isn't to say that the adaptive queen isn't powerful. Einst Queen is a powerhouse no matter which way you go.
I would also point out that counting as mecha scale is kinda usless when you're inside a mecha. Not very synergetic.
Inside a mecha it isn't as useful (there are still ways though. You might get to see how before long) but the idea is mostly that you can still use it when you cannot pilot your mecha.
Put another limitation that a single drone can use the maneuvers per round. So you get a "mecha monsters attack one by one" feel of super robot shows.
A lot stronger than channeling but way more balanced than how it was. Thanks.
Well, my original plan was more of "I do the bulk writing, people point out the silly points/plot holes and I try to fix them". Business as usual. If you want/can contribute anything beyond that, great.
Alright. Will look at the building blocks first and see when I've time online.
Also, about multiclassing, is there the option to keep the abilities separate? Like being a queen/real pilot/super pilot and having your super/real robot along with your drones but the drones don't get any super upgrades/maneuvers/other from it.
A Real Queen still keeps her drones, they just won't upgrade anymore. So why would you want your drones to don't upgrade from the super side?
There are ways to get the best of a situation. I've a few ways in mind this can be a lot more useful than it sounds.