Author Topic: General Discussion and Suggestions  (Read 54872 times)

Offline oslecamo

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General Discussion and Suggestions
« on: September 13, 2012, 04:59:06 PM »
Ideas, questions and other similiar stuff goes here.

Topic of the week, get some setting fluff done! My current plan for now will be to shamelessly copy from the SRW OG setting, mix in some fantasy/D&D stereotypes, a touch of my own madness and see what happens.

Offline The-Mage-King

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Re: General Discussion and Suggestions
« Reply #1 on: September 13, 2012, 10:30:13 PM »
I suggest that you change the second post in the "Intro/Mech basics" thread to read like the following (yes, I'm still proofing. Because TYYYYPPOOOOOOOSSSSS!).


A note about mecha scale:
(click to show/hide)

Mecha Combat basics
(click to show/hide)


Combat between mechas and non-mechas.
(click to show/hide)

 :P


In the case of the fort save, liken it to a Massive Damage save. Makes sense.


I'll proof stuffs.
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Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #2 on: September 14, 2012, 12:19:34 PM »
Edited in your version, thanks!

Also, reduced the save DC to 15+Damage taken since 20+Damage taken felt a little too much in retrospective.

I'm not sure I get your "liken it to a Massive Damage save" comment. I didn't use massive damage rules because they're non-scaling, and I wanted to make it harder to resist, say, a WildWurger's Beetle Crusher than a simple Gespent's Punch.

Offline The-Mage-King

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Re: General Discussion and Suggestions
« Reply #3 on: September 14, 2012, 12:50:29 PM »
I mean add something saying that it's treated as massive damage for the purposes of saves.


Because I'm pretty sure there are a few things that give bonuses to saves v. massive damage, so...
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Offline Garryl

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Re: General Discussion and Suggestions
« Reply #4 on: September 14, 2012, 12:54:43 PM »
Edited in your version, thanks!

Also, reduced the save DC to 15+Damage taken since 20+Damage taken felt a little too much in retrospective.

I'm not sure I get your "liken it to a Massive Damage save" comment. I didn't use massive damage rules because they're non-scaling, and I wanted to make it harder to resist, say, a WildWurger's Beetle Crusher than a simple Gespent's Punch.

Isn't that what losing hit points from damage taken is supposed to represent? Joe F. Soldier is going to die, save or not, from taking so much damage. But should Bear Grylls ß, the time-traveling cyborg commando archmage who fights with dragons and wrestles with Cthulhu really be taken out by a piece of steel just because it's 100 times his size?

With the current rules, unless you're fighting a mecha much lower level than you, you'll generally only make the save on a natural 20. With the reduced DC, you might make it from time to time at lower levels, but at higher levels damage still scales much faster than saving throws.

Edit: Actually, having looked at the damage values, I think I'm incorrect, at least at mid levels. I'll have to run the numbers properly when I have the chance. I'm still heavily against SoDs on every attack regardless, though.
« Last Edit: September 14, 2012, 01:08:23 PM by Garryl »

Offline The-Mage-King

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Re: General Discussion and Suggestions
« Reply #5 on: September 14, 2012, 01:07:37 PM »
Hm... Why not make it DC 15 as base, scaling up with mecha size/Pilot level?



So a 1st level mech forces a DC 15 save, but a 10th level mech forces a DC 20? Or similar.
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Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #6 on: September 14, 2012, 02:30:17 PM »
I did tried to make the mecha damage don't scale too fast, so the save DCs shouldn't increase too much either (and remember you need to actually hit the target to force them to sav).

Making the saves DC just based on mecha size/Pilot would mean you rather use your smaller, faster firing weapons to deal with non-mecha targets. Which kinda makes sense now that I think about it.

Or perhaps I could simply make it that mechas deal 10x damage against non-mecha opponents (after DR), just as they take just 1/10th the damage from others (before DR).

« Last Edit: September 14, 2012, 02:32:13 PM by oslecamo »

Offline Prime32

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Re: General Discussion and Suggestions
« Reply #7 on: September 15, 2012, 04:47:12 PM »
Problems with the mecha vs non-mecha rules:
https://www.youtube.com/watch?v=sCVLF3-KuAI
https://www.youtube.com/watch?v=Ktk8ic3yfiw
https://www.youtube.com/watch?v=awkMHi28E-4
https://www.youtube.com/watch?v=3YpJG3AcrtY
https://www.youtube.com/watch?v=CSxMI2iP8PM
https://www.youtube.com/watch?v=7gFpVUcIvmI
https://www.youtube.com/watch?v=bdaGIFFT3e8
https://www.youtube.com/watch?v=IAizwLfZbUA

Also
Note: Mecha Mooks as PCs

This class is intended for NPC enemies, but it should be fine for a player to use it, as long as they're fine playing with 5 characters that can just perform basic attacks, whitout spirits/maneuvers or anything else but basic attacks, plus a lot of dead levels.
Well depending on how you handle multiclassing...

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #8 on: September 15, 2012, 06:49:42 PM »
Those are some pretty persuassive arguments, so I removed both save-or-die and damage multipliers/reducers between mechas and non-mechas. The giant robots still have the advantage of bigger speed/reach and range, but if that warblade gets near that gespent, he'll crack it open with a good Stone Hammer now.

Also I can't believe I made the Mecha Mook class and didn't remember he could make the perfect basis for your usual 5-man team! Right now they tecnically can't multiclass, but will most definetely work on something along that line. Perhaps multiclass feats of some sort? You start as a squad of 5 mooks, then 2nd level Super Robot multiclass and can combine plus starting to get spirits and maneuvers.


Offline fye121

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Re: General Discussion and Suggestions
« Reply #9 on: March 09, 2013, 10:13:25 PM »
I got a question. Maybe i miss it but what is the kind of action to reload ranged weapon using ammo?
Example: If i shot all 12 shot form the Mega beam riffle to reload it is a standard action , a full-action ?

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #10 on: March 12, 2013, 06:59:24 AM »
Fullround action, clarified it in the Real Robot list weapon section.

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #11 on: April 25, 2013, 04:34:41 PM »
Added in capstones for Real and Super pilots, plus a few more arsenal options.

Offline Raineh Daze

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Re: General Discussion and Suggestions
« Reply #12 on: April 25, 2013, 04:41:04 PM »
Does the Super Pilot ability let you have an extra Growth (to Colossal+)?

... 10d10 weapon with a plus 20 to hit and a 16-20 crit range. x3. That's... quite a lot. @_@
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Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #13 on: April 25, 2013, 05:28:26 PM »
It also takes a lot of arsenal space and doesn't have Power/Rending.

Being able to go over specific HD caps wasn't intended, clarified.

Offline Anomander

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Re: General Discussion and Suggestions
« Reply #14 on: April 26, 2013, 01:01:42 AM »
How do we get in/out of a mecha (sans the emergency escape pod)? Required action, mostly.
Can we fight with the cockpit open to have line of effect to our enemies at normal scale from within? (probably allowing them to damage you directly)?
How much spare space to store stuff within a mecha of your size in Mu, if enough space, can it have passengers? (On your lap, if needs be). Or even more than one pilot without becoming a ship. (a-la power rangers' combined super mecha)
Can a mecha be disabled so as to neutralize its pilot without destroying it?


« Last Edit: April 26, 2013, 02:24:35 AM by Anomander »

Offline Concerned Ninja Citizen

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Re: General Discussion and Suggestions
« Reply #15 on: April 26, 2013, 01:21:53 AM »
Could a shield arsenal item and/or upgrade be created? Some mecha use them.

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #16 on: April 26, 2013, 05:51:05 AM »
Good point on geting in/out, added it in.

The cocpkit isn't meant just to protect the pilot. It's also meant to protect the delicate control mechanisms. Anyone foolish enough to fight with an open cockpit can and will have his mecha instantly disabled the first time any enemy with two brain cells/transistors fires at them.

Clarified "storage space".

If the pilot is weak enough, you may able to knock him down with crits before the mecha itself is destroyed. Otherwise they're kinda stuck.

Could a shield arsenal item and/or upgrade be created? Some mecha use them.
Usually as in-built stuff.

Added a bunch of shields. Also buffed up the higher arsenals that grant a bonus to attack rolls.

Offline Clanjos

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Re: General Discussion and Suggestions
« Reply #17 on: April 26, 2013, 01:59:00 PM »
Is there a feasible way to emulate interchangeable parts in battle, such as with Steel Jeeg? Or mechs that combine?
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Offline Anomander

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Re: General Discussion and Suggestions
« Reply #18 on: April 26, 2013, 02:01:36 PM »
Sad we can't go Kira Yamato-style and disable mechas left and right. Maybe some kind of mecha non-lethal damage.

Also, what about attacks that damage only living beings?
Do they affect pilots directly or do a mecha counts as living for the purpose of taking hits for the pilot. Or does the pilot count as non-living while inside a mecha?

Offline oslecamo

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Re: General Discussion and Suggestions
« Reply #19 on: April 26, 2013, 02:27:27 PM »
Is there a feasible way to emulate interchangeable parts in battle, such as with Steel Jeeg? Or mechs that combine?

That would fall in the "under development" part. :p

Sad we can't go Kira Yamato-style and disable mechas left and right. Maybe some kind of mecha non-lethal damage.
How you finish off an opponent's mecha is up to you. By all means claim you're just disabling key parts instead of exploding it into atoms. There's no pratical diference as far as destroyed mecha rules care.

Also, what about attacks that damage only living beings?
Do they affect pilots directly or do a mecha counts as living for the purpose of taking hits for the pilot. Or does the pilot count as non-living while inside a mecha?
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