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ACE Universal Mecha Roleplaying System, thread 2

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Thread replies: 15
Thread images: 7

File: ACE System v.23.pdf (1B, 486x500px)
ACE System v.23.pdf
1B, 486x500px
I'm back, and with a new version: 0.23! This version features numerous updates and fixes to problems people had, and changes for the sake of readability.

The ACE System is my personal pet project I've been doing in my spare time: I fucking love real robots like Gundam and VOTOMS, and I like roleplaying too. So when you try to do the two together, you get problems: Systems always end up having various problems and playability issues. Well, 'round where I live, we have a saying: don't wait for someone to do something, go and do it yourself. So I went and did it myself.

The ACE System itself is a relatively simple d100 "Beat the Target" system. I aimed for it to be deep enough to be interesting, while still easy to understand and play. Combat is intended to be fast and deadly, and fun overall. One of the major problems playing a martial in, say, 3.5 Dungeons and Dragons is not having shit to do; I think I fixed the problem here by giving everyone who does anything something to do beyond "I just hit the enemy".
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File: 1474616163054.jpg (555KB, 1160x848px) Image search: [Google]
1474616163054.jpg
555KB, 1160x848px
This is not a party in the game- but it sure is a cool image.
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File: 1438815733248.jpg (89KB, 742x600px) Image search: [Google]
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89KB, 742x600px
To talk about some of the changes, I've added two new Ace Styles(Classes) to bring the total number of them up to 6.

The first new Ace Style is the Gunner: they're the game's equivalent to fighters. Jack of all trades and capable of obtaining the abilities of other Ace Styles, Gunners are highly flexible and customizable, especially with the amount of free feats they receive.

The second new Ace Style is the All-ranger, which is to Guided Weapons as the Steamroller and Sniper are to Melee and Ranged weapons specifically. They're really good with Guided weapons, and all of their abilities focus on two things: firing more guided weapons per attack, and making those attacks hit harder faster and further.
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What's your update plan? Are you think of making it more general with options as you go, or to specialise towards very specific real robot styles?
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>Jack of all trades and capable of obtaining the abilities of other Ace Styles

Question without having read the pdf yet: If the above is the case, why would you ever take any of the other classes?
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>>49581011
They don't have access to all of the abilities, nor do they gain the specific Attribute increases or high level Abilities of the other Ace Styles.

>>49580993
Right now I'm just happy with it being generic Real Robot.
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>>49581068
So basically they're Final Fantasy 1 red mages, can do most of everything, but not perfect in anything. Got it.
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File: WetPurusandZabi.jpg (379KB, 626x860px) Image search: [Google]
WetPurusandZabi.jpg
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I am here with more Puru posting.
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Bumping for interest. Gonna take a look at the PDF in a bit.
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File: Boxy Grandpa.png (406KB, 518x392px) Image search: [Google]
Boxy Grandpa.png
406KB, 518x392px
Would this let me play as a dreadnought?
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I'm trying to get my group to give this game a shot. So hard to get a group used to Pathfinder and DnD to give something like this a shot.
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>>49581068
Any major ideas as to where to go next?
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>>49588613
Just having a list of generic mecha weapons made out would be a good start.
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>>49580715
Are you going to start actually listening to feedback or just throw tantrums again?
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>>49580715

Seems cool so far, will look forward updates.
Thread posts: 15
Thread images: 7


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