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What's the best system for robot on robot violence? I want

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What's the best system for robot on robot violence? I want to do a big multiversal giant robot game where super robots mix with Gundams and Battlemechs. I'm thinking of using pic related, but the strange to navigate rulebooks are turning me off it a little.
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>>52353167
I've very bad experiences running Mekton Z while the session I've run in the Battle Century G playtest went alright. So I would recommend BCG over MZ.

I've heard good things about West End D6/Mini 6 ad I've been thiking about running a game in that.

Though I'm mostly wondering how to alter the vehicular combat rules. Basically if I should scrap mobility and just use pilot, mnv+pilot/2, or keep as is. Because I know mnv+pilot is supposed mean that it's harder to hit a vehicle than a person.
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>>52353167
It depends on how much detail your robot-on-robot violence needs. If it's quite focused on it, then Mekton Zeta or Jovian Chronicles is fine. Personally I'd use a broader system that can deal with situations like mecha vs. vehicles or vs. people or vs. ships all at once, so something like Traveller is good for that. There's actually a really nice Japanese mecha tabletop rpg that does a fairly good job of managing supers and reals, but unfortunately it's not only untranslated, I've no pictures of it since my last HDD croaked.

Avoid d20 Future. BESM has a mecha supplement too but it's pretty poor. I'd also suggest avoiding Mutant & Mastermind's Mecha & Manga system. Although it's fine in its own right, the mechanics of M&M combine the mecha and pilot abilities together for balance purposes, which doesn't mesh very well (read: easily) with pilots who may change suits often.
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Unrelated to the system question and since I don't want to make a redundant thread.... how would you actually run a mecha game as a GM?

I think there would be be some problem with having such a hard, concrete separation between combat and non-combat situations via being in and out of mechs. And that could I think lead non-combat focused characters being very irrelevant.

Maybe do a troupe style with every player playing a pilot and a member of the bridge crew?

Also, would the typical Gundam kind of story make things military in the campaign and thus harshly railroad the players? Or is the solution just to not make things military? Or make it easy/encourage the players to desert if they want to? There's a load of double crossing in Zeta and such.
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>>52353902
It's mnv+pilot vs FC+gunnery, so vehicles depend on a combo of skill and hardware. It should even out with the character scale.
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>>52353995

Battletech likewise has pretty advanced rules for mechs pounding on tanks, but its firmly set in real robot territory and probably not that great at handling supers. Shame whatever SRW game you're refering to is untranslated, as that sounds like something I've been looking for.
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>>52354146
FC is Fire control, right? I saw that in the Gundam Seed and Jovian Chronicles conversion but ignored it. Okay, guessing that's something in the main Star Wars or D6 books since I don't remember in Mini Six because Mini Six was what I picked up. I'll try to look it up.

Thanks
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>>52353902
What bad experiences have you had, anon?
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>>52353167
>>52353167
If you can get used to the abstracted "battle map", Chris Perrin's Mecha could probally do the job for you It seems to handle "reals" and "supers" pretty well and seems to be made for both.
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>>52354252
Mostly just that things ran at a glacial pace in both combat and even character creation.
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>>52354329
I frequently run MZ though, and haven't experienced either of those problems.

>>52353167
MZ is far from perfect, and an awkward rulebook certainly doesn't help, but if you're looking for an anime-themed game of detailed mecha combat, you could certainly do worse. I'd suggest putting together a simple combat scenario for you and your players to run through. You can learn the ropes without worrying about how mistakes will impact the campaign, and if it really doesn't do it for you and your group, you can always try another system.
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>>52354105

Your best bet is probably to do something like MSG where you have a lone ship with millitary and civilians mixed together more or less trying to find their own way while being unable to contact military allies. I also have considered making players double up on characters. On the other hand I have played games where we did not do that and we were fine spending 2-3 sessions at a time not doing any combat and doing other stuff without our mecha instead.

Personally I am a pretty big fan of M/Z , especially due to the detail in the MZ+ book, you can build just about what ever you want.
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>>52353167
ORE

>>52353902
Mini Six is simple as fuck
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>>52353167
Rifts is what you want. It was written by Kevin Siembieda, the greatest genius in Roleplaying History. His company is the longest lived and his systems are so good they don't need new editions.
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I use Traveller for Characters and Battletech for the vehicles and such. The two are basically the same and it works for me and my group. However we use it to play in the Battletech universe.
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>>52353167
just use battletech rules
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>>52358890
Battletech can't run super robots very well.
>>52356011
Didn't they release a new edition about 10 years ago?
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>>52353995
Doesn't MZ have rules for vehicles?
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>>52354105
I have ran multiple games of Heavy Gear and Jovian Chronicles for years where those problems potentially exist.
It's actually not as difficult as you'd think.
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Battle Century G is fucking god tier and is literally designed for what you have in mind, OP. Get the expansion for fun little options like elemental weapons, MSG-type resource management and Evangelion-style sanity-rending.

Mekton Zeta is dogshit. It marries all that is wrong with Interlock with a clusterfuck of a mecha combat/design system.
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>>52356011
I'll bite the bait.

Fuck you.
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>>52358956

Vehicle and starship rules, plus rules for interactions between each of them.

>>52359373
>BSG is god-tier
>MZ is dogshit
People are allowed to have opinions, even if they're objectively wrong.
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>>52358939
Nope, the Ultimate Edition is just a re-print with a handful of clarifications that were originallly in the Rifter. All Palladium books with the exception of the Recon series are completely compatible with each other.
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>>52359785
>objectively wrong
kek
Go back to sucking Pondsmith's cock and trying to justify why it's okay to have REF be the only stat that matters
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>>52354174
How set in its own lore is battletech? Can you run it without issue or if its core universe?
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Hey guys, what's going on in this thread?
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>>52360022

Oh great now he's triggered.

Seriously op run what ever system fits your needs the most, I'm not >>52359785 but I had good experience with Mechton in the past if you trim the crap out of it.
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>>52360486
>Landmates are real

Yeah! Yeah! Yeah! At least our apocalyptic cyberpunk present has done something right.
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I'm working on a campaign for Mekton Z right now and I'm remembering how much fun world building is.

Basic setting is far Post-Apocalypse with a heavily changed earth. There are lots of untamed areas but humanity is a mix of those reclaiming old technologies and those who managed to hold onto old facilities and bases.

The most interesting thing so far is reading up on how Earth would be if the moon were much smaller and if Earth had a ring- These two things are related! With a smaller moon our axis would roam a bit so the equator travels and there is a roaming ice age. Space tech is still messed up but long range communication is possible by those that learned to bounce signals off of the new ring.

I'm modifying mekton a bit, Reflex is now two stats, split between mekton and personal. Personal reflex is only used for vehicles like small powered armor and G Gundam-esque control systems.

Instead of using Rookie templates and careers I'm making character templates that the players mix. So you could be a Nobleman with a side template of mecha pilot.

I'm drawing from Big O, VOTOMS, Gundam X, Turn A Gundam, Xabungle, and King Gainer for setting ideas.
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How would you build an Evangelion in MZ?
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>>52356011
I'll bite too, fuck off NMI, go back to suckin uncle Kevin off.

Rifts is shite tier badly written muck.

I'll put in for Battletech and it has Mechwarrior RPG too. As mentioned you could look at Jovian or even Heavy Gear. I'm trying to wrack my mind as there's another mech mixing rpg but I'm struggling.
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>>52365685
Battlemech is terrible for super robots, and is an entirely unfun system.
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>>52365220
If you want to do an Eva game, you might as well just play one of the Eva specific games like Bliss Stage.
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>>52365965
What if you want an Eva to fight your Roboteam?
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>>52365965
Aren't those all terrible?

>>52366614
The more crossovers you do between different types of mechs, the less likely it is that a "simulationist" style system will be able to cover what you need while still being true to its source material.

Do what SRW did, grab a game that don't give a fuck about how the robots work, only the statistics important for actually playing the game, at which point you can just stat whatever.
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>>52360022
>implying the most important stat in reality shouldn't be the most important stat in the game
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>>52366880
Adeptus Evangelion? Of course it's horrible; it's a hack of Dark Hersey that only exists because a 40k x Eva crossover fan fic became a meme. But Bliss Stage is pretty good if you're comfortable with story game stuff.
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>>52353167
I've seen it posted in these threads before, but D&D4em at-least for the combat. Use either diceless, or one of the many hyper-lite systems floating around for your pilot's "stats," while your 4e "character" is your mech. Normally 4e only does combat well, and everything else poorly, but if you're only using it for the giant robot fights, then you're keeping the baby while throwing out the bathwater, plus "it feels more like mechwarrior than D&D" stops being a criticism and starts being a positive trait.
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>>52365220
>>52366880
You can do Evas in MZ, it's not hard. Just do a big ass Technorganic mech with Thought Control, add Turbobooster and Beast mode transformation if you want to do a berzerking type.
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>>52362176
\m/
https://www.youtube.com/watch?v=s7_Od9CmTu0
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>>52362176
The reflex stat divide seems like it might cause the human scale stat to be a "dump stat", as most stats were made to provide advantages both in mechs and out.

Do you mind sharing some more about your template system? It seems like a nice change to the Rookie templates.
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>>52370580
That robot is my ideal woman
>Tiny waist
>wide pelvis
>thick legs and torso
>attractive face
>built in missile launchers
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>>52370651
I like mine a little THICC
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>>52370862
That's just fat, this is THICC
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>>52354105
Here's one way to do it: The Giant Guardian Generation homebrew (and the "official" version it's become now, the name escapes me) suggests you take pointers from the structure of Super Robot Wars' chapters; you have a non-combat intermission, then a combat mission, then another non-combat intermission to wind down and debrief. Then you repeat those three steps ad nauseum with some variation thrown in as you, the GM, see fit.
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>>52372448
>The Giant Guardian Generation homebrew (and the "official" version it's become now, the name escapes me)
Battle Century G is the name of the commercial version of GGG
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bump
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Why is there so little interest in giant robot based rpgs?
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>>52376587
There isn't I'm guesing that people just got themselves covered already.
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>>52360605
>Landmates is real

It already be a thing for years. Shit's will give cargos and manufacture companies a massive droll.

Think about it, when we replace those shitty EVA suit with 'Mates, performance will be nicely upped.

>>52376587
Most of eastern folks here has got their own ass covered by Gundam RPGs and Jov. Chronicles for gritty UC goodness, and tons of other materials too for the super ones too, soo they're just pretty much content with it. Dunno about the western thought.

Also, much of mecha's fun are comes from modelling and simulation games ala Armored Cores or Gundam Pods, or Wargames if in tabletop form so there's that.
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How well does Mekton handle Super Robots
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>>52371016
Best thicc robofu
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>>52353167
>>52354105

Just play Super Robot Wars Alpha for a few hours and realize "Yeah this is actually the best way to do tabletop mecha violence."

You can probably pare down a lot of the stats, honestly.

>Attacks use AMMO or EN
>Flight and movement use EN
>Can move, use a Spirit/Spell/Ability, and an Attack in your turn
>Can Guard/Dodge/Do Nothing/Counter Attack on not-your-turn based on reaction/ammo/etc
>depending on the type of pilot you are, dodging hits/getting hit/getting kills/etc really turns your crank and your Morale goes up and unlocks your higher tiered attacks
>spend your dosh on sweet upgrades for your mech, reloads on your ammo, etc

If it's still not enough customization, you can grab Pilot Skills ala Z2 and get crazy shit like Move Again, Support Attacks, etc.

Honestly this summer when I have my vacation I might make this into a PDF myself.

There was another version someone else did, but I'm not crazy about it.

https://1d4chan.org/wiki/Giant_Guardian_Generation
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>>52354105
>I think there would be be some problem with having such a hard, concrete separation between combat and non-combat situations via being in and out of mechs. And that could I think lead non-combat focused characters being very irrelevant.
Just run a system like BCG where pilot and mech stats are completely separate. Everyone gets to have a relevant mech without needing to minmax their pilots for combat efficiency. Also, the focus of the action should be in the mechs. There isn't really any need to force the game to have personal scale encounters.

>Maybe do a troupe style with every player playing a pilot and a member of the bridge crew?
You should really just talk to your players and find out how much control and power they want over the situation. They might actually be okay with just being the pilots and following orders. Alternatively, make the pilots a big deal. The players might be the special ops squadron, meaning they get a say during operation planning and resource allocation. Or maybe one player is the commander of the mecha unit on the ship, letting the player who's interested in that higher level of play get involved in the management and planning stuff, with the other PCs being advisors and such. There's plenty of ways you can easily do this, you just have to let your players actually be important.

>Also, would the typical Gundam kind of story make things military in the campaign and thus harshly railroad the players? Or is the solution just to not make things military? Or make it easy/encourage the players to desert if they want to? There's a load of double crossing in Zeta and such.
Railroad isn't as much of a problem as you think. You need to drop the D&D "you meet in a tavern" mentality and just embrace that you're running an anime game.

If players want more agency, have them do a Gundam 00 style thing where they can act autonomously. If they're fine with following a more structured story, the 0079 approach is perfectly fine.
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>>52365965
>>52367049
Seconding this, Bliss stage is downright comfy.

>>52366880
No, AdEva is trash. Bliss Stage is a deceptively well designed system as far as rules light stuff goes.
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>>52359460
>>52365685
>triggered by the genius of Kevin Siembieda

It isn't too late, you can stop wasting your time with shitty systems and come to the Palladium fold.
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>>52382818
Fuckin Guntanks man
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>>52382846
What is this a spider-tank for ants
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>>52385042
Do not play this system, it was made by a cuck.
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>>52385678
Please don't use my waifu for spouting dumb /pol/ memes
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>>52385695
Meme or no meme the guy who wrote it is an asshole and isn't welcome around here.
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>>52386189
See! It's possible to convey things like that without being a memespouting faggot.
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>>52386234
Way to be a cuck to "proper english".
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Just for shits and giggles I statted the GM and Zaku II for FFG's Star Wars and homebrewed some methods for how mecha work, because SW games work really well for mecha for various reasons.

Archive link because I'm lazy
https://desuarchive.org/m/thread/15205870/#q15242707

I might do a whole OYW conversion eventually when I've got the drive.
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>>52354201
Hello, I'm the anon that wrote the D6 Jovian Chronicles conversion.

Everything in it is extrapolated from the Heavy Gear D6 conversion (which I did NOT write, you can find it here: https://banzaidyne.wordpress.com/heavy-gear-d6/), and the d6 system is super simple so most things should be pretty self-explanatory.
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>>52383887
>Fuckin Guntanks man

They're fucking deadly if done right (just like any tanks). This guy kill 6 Zakus on his first sortie, for instance.

The only relevant suit in the ground are Doms and TankSuit series, thanks to their hybritized platform. The original Guntanks are shit because the design was shit, when redesigned Guntank IIs rolled out, they're fucking steamroll, even if not as effective as Hildolfr.
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The only reason I like the Guntank is because it fills that middle ground between Tank and Mobile Suit
I think you need to show that is a mech series, the step in between the practical armored vehicle and the super dope giant robot
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>>52389371
>the step in between the practical armored vehicle and the super dope giant robot.

Agreed, the representation of the robotic's evolution is quite nice. Is like, there's an actual process in between of platforms evolution.

Anyway, let it rest for now before it becomes an autistic shitflinging, and have s'more mech art instead.
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>>52389654
>and have s'more mech art instead.
Agreed
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>>52389654
>have s'more mech art instead.
Speaking of, where's a good place to find good OC Donut Steel Gundam/Mobile Suit designs, other than Deviantart?

DA is ok but you have to wade through so much weird shit before you find anything good.
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What about Robot on Giant Person violence?

Is there any system that you'd recommend for running a Macross game?
>>
Battle Century G is the best if you don't want something super crunchy and simulationist.

It's probably the only RPG I've played where I'd consider the combat genuinely fun.
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>>52389895
>What about Robot on Giant Person violence?
Silhouette, the system for Heavy Gear and Jovian Chronicles, is hands down one of the best for mixed-scale combat.

>Is there any system that you'd recommend for running a Macross game?
Depends on what aspect of Macross you want to focus more on. Macross is more than just a mecha action show.
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>>52389907
>Silhouette
I'll look it up.

>Focus
Everything, though I'd aim for a more Cowboy Bebop scale. I want combat in space and in hollowed out meteorite cities, but I also know that they'll enjoy dealing with bureaucracy and flea market if it means world building
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>>52389932
The aforementioned D6 system would actually work pretty well, it's a good medium between working detail and fast and loose. Battle Century G as well for that matter.

Something with a more cinematic style fits better than something detail oriented and tactical. That's never been what Macross was about. Macross is more like an arcade shooter, not Microsoft Flight Simulator.

>Everything, though I'd aim for a more Cowboy Bebop scale. I want combat in space and in hollowed out meteorite cities, but I also know that they'll enjoy dealing with bureaucracy and flea market if it means world building
I mean more how do you want to include and handle the "Fold Wave" song magic stuff. Plenty of systems could do the transforming mecha dogfights to varying degrees, a lot of them fail when it comes to that.
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>>52389932
Actually another system that works surprisingly well for a cinematic style macross game and still handle the song magic bullshit is Fate. I've ran a few successful mecha games using the mecha rules from the "Mecha vs Kaiju" game.
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>>52389994
The setting is more Macross inspired, since I don't know of many settings that have nice Giants IN SPESS. Even the bugs turned out to be music lovers.

I was thinking about making it more like Traveller. Give them one big task to do (Get to Planet XYX), meanwhile the PCs go off and do their things between stops. More mundane stuff, just with a bit of a Fantastic gloss over it.

>>52390025
I know some tools for that, thanks!
>>
Robotech
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>>52389872
>where's a good place to find good OC Donut Steel Gundam/Mobile Suit designs, other than Deviantart?

Search for scan archieve like Gundam Gallery, you'll find some gold that is MSV stuff that no one's may ever see before.
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>>52367363
oh fuck off with that 4E shit.
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>>52391344
Strike! is better anyway
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>>52391363
No.
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I'll still say Silcore is the best way to handle mech. They do a damn fine job with it. Even if the complexity rules at first blush make no fucking sense.
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>>52391386
>Even if the complexity rules at first blush make no fucking sense.
They don't make any fucking sense at any blush.

It's better to just scrap them completely for 2e skills. Use 2e's vehicle construction rules while you're at it, too. The better granularity makes for better customization options, especially when creating different variants of the same base model.

You know what just play 2e.
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>>52391386
>Silcore
>The book with a nonexistant editing team and a layout team who were on nine types of drugs

I would if I could, and probably can, but I kind of don't want to.
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>>52391378
>>52391363

It worked for me... but people seem to be looking for a dedicated system so w/e.
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>>52391506
They're not looking for just "dedicated systems," they're looking for systems that aren't just feces smeared onto paper by a literal retard having a stroke for literal retards and called a "system."

So they're not looking for Strike. No one cares about strike. No one wants to play Strike. No one wants to hear you talk about strike. Fuck off somewhere else where people are more willing to entertain your stupid idea that strike is even remotely a good system in any way, shape, or form.
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>>52391546
Show me on the robot where the bad manual touched you anon.
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>>52391546
you seem mad that someone created a fun and easily reflavoured system for crunchy tactical combat
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>>52391592
The manual didn't touch me anywhere, the manual is so mentally retarded it's incapable of touching anyone. The only thing it did was drool all over my floor before shitting itself then going into a seizure. There's still drool stains. And we don't need your retard drool adding to it thank you very much.
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>>52391628
I'm not mad about a fun and easily reflavored system for crunchy and tactical combat. I'm mad about strike.
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>>52391637
Yeah, Strike! really isn't that crunchy.
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>>52391649
Nor is it fun. Or competently designed.
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>>52391658
So are you actually going to give me an excuse to talk about the game itself or are we just going to be trading "witty" but baseless banter back and forth?
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>>52360135
It's a very much established setting, and like prior anons have said, it's really got it's own feel already established in the mechanics.
You could always strip it to it's bare bones and make up your own equipment and setting from the ground up, but that's like getting a burger and throwing out the beef because you wanted a BLT sandwich.
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>>52391682
No, I'm not going to give you any excuses to talk about your shit. Because no one fucking cares. It's unbelievable that with all the threads you post in with all the people who have told you to fuck off every time you post you've yet to figure out that no one fucking cares. You are nothing but a waste of a perfectly good post count, in every thread you show up in. Just please, for the love of hiroshimoot and all that is good in the world. Just please go away and stop shilling your stupid ass game in every single goddamn thread on this goddamn board. Please.
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>>52391703
I care about Strike!.
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>>52391703
I find your pretend-mad actually pretty fun. If I didn't know the game, I'd be sure as fuck checking it out now, so thanks for whatever little support that garners as well.

>>52391728
Are you interested because of this thread, or are you already hooked up with the PDFs?
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>>52391810
Mostly the latter, honestly, but it's basically my recommendation for Mecha Games assuming you aren't playing Battle Century G, so.
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Bumpidy
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>>52378913
Got a PDF of Bliss Stage?
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what if you wanted to run a game where melee weapons are more prevalent than normal, and the guns aren't lasers, i.e. IBO
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>>52353167
What is the best system to do Armored Core? Something that focuses on mech construction/customization and very lite resource management?

Not looking for just a war game or something with really sloggy crunch (it should feel fast and frantic, like am AC game).

Kind of the opposite of Gundam or anime, but maybe some of the systems that don't fit for OPPO would work for this?
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>>52389654
>stark jegan
Only Mobile Suit that gets me harder than the Thunderbolt Jim or Unicorn Nemo.
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>>52395726
Chromestrike was made for this, but it is kind of a half complete mess.

I ran an AC game in Strike!, but it was a oneshot and I don't know how well it'd have performed long term.

The other games mentioned in this thread usually also have some built in solutions. I'd recommend Battle Century G.
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These threads are always so helpful - thanx gents!
And just to sum up: Mekton Zeta is good, Battle Century G is good, and d6 and Strike might be good with conversion. Honorable mention to jovian chronicles and heavy gear. Is that right?
Oh, and robotech and battletech were also mentioned.
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>>52394182
Here you go.

One of the biggest flaws of this game is that the original PDF isn't bookmarked. I've added a couple to it myself but it's nowhere near complete yet.
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>>52394789
Mekton can do it EZPZ
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>>52399003
Thanks friend
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>>52399003
Wow I hate it already.
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>>52398937
>And just to sum up: Mekton Zeta is good, Battle Century G is good, and d6 and Strike might be good with conversion. Honorable mention to jovian chronicles and heavy gear. Is that right?
What? No.

Mekton Zeta is good, BCG is good, D6 is good and requires little to no conversion at all, JC and HG (Silhouette) are great, FFG SW might be good with conversion, if Strike is your thing you do you. Honorable mention to Battletech/Mechwarrior, too heavy entwined with its own setting to be used "generically."
And Robotech RPG exists.

I've tried this whole Strike for mecha deal and I just don't see the appeal. Like at all. It's like trying to fit a square peg into a round hole, sure you might be able to do it if you shave off some bits and fuck around with a few things, but its still not an appropriate fit and why would you bother when you've got a pile of round pegs over there?
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>>52404187
JC and HG seemed to stir up debate, so that's why I classified them as 'honorable mentions' - sorry to have confused or irritated.
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>>52404187
>I've tried this whole Strike for mecha deal and I just don't see the appeal. Like at all. It's like trying to fit a square peg into a round hole, sure you might be able to do it if you shave off some bits and fuck around with a few things, but its still not an appropriate fit and why would you bother when you've got a pile of round pegs over there?
I'm not seeing why it'd be a Square Peg into Round Hole situation, the system is meant for refluffing to different genres
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>>52404322
>JC and HG seemed to stir up debate
Like what?
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>>52404541
Strike is in itself a square peg into a round hole situation. It tries to turn a class based fantasy RPG into a class based "generic" rpg. Doing this weird thing of turning it into a mecha system by saying the classes are somehow the mecha just aggravates the problem, not to mention is just a terrible way of representing mecha period.

>the system is meant for refluffing to different genres
Just because it's "meant" for something doesn't mean it's any good for that thing.
>>
>>52397605
Thanks for the suggestions. I'm looking at Chrome strike. I see that it's still in a very "beta" condition, but what still needs fixing? What does it offer than BCG doesn't?

I really like Chromestrike's attention to making the mech, and making it unique. Do any other systems have this type of attention to mech creation?
>>
>>52354105
I'm running in a game right now where we're playing a Zeon Remnants on Feddie controlled Earth in 0081. We have mech combat USUALLY every session, with our roleplay being done between the crew and party members on our ship. We've had a few games where we were on foot, using our character's skills instead of just the Mobile Suits we run.

It works great! The GM's very organized and has a straightforward way of guiding us. Some folks would say we're 'on rails' but since we're playing an episodic anime themed mech game, it works out great.
>>
>>52406238
>Do any other systems have this type of attention to mech creation?
Virtually all of them.
>>
>>52406524
You kind of can't avoid being lead around in a military themed game. "Go here, do this" is what military life is all about, it's unavoidable. I wouldn't call it 'railroading' though, people tend to throw that term around way too much without knowing what it even means. "Your mission is to go blow up that thing then report back here" isn't railroading.
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>>52406238
>what still needs fixing?
Everything. It probably sounds like I'm memeing, but the system is almost unplayable due to how much of it is broken. A lot of the parts and upgrades will reference mechanics that either don't exist, don't work, halfway work but are missing something, or actually do work but contradict something else and ultimately don't work. Been a while since I played it so I can't reference any examples right now. You'll probably notice the stuff I'm talking about if you give it a read through or ever play it.

>What does it offer than BCG doesn't?
Interchangeable parts and simulationist gameplay. BCG mechs aren't really a collection of "parts" and more a collection of broad upgrades and abilities that are abstracted into a unique build. Chromestrike has actual straight up mech parts which can be added or removed at any time. It's also set up more to emulate a world since it uses money for things and you can gain/lose your overall wealth and mech parts, while BCG operates on a static XP point buy system to upgrade your mech.

I'd still recommend BCG. I tried to Chromestrike a chance because it fits the style of game I want to run more, but the system itself is pretty awful. BCG as a system is a lot better, though it isn't as good at emulating the type of game Chomestrike was made for.

>>52406592
This. As long as the players' actions influence what rails the train goes down, and how fast or slow the train is moving, and they're free to choose which car they want to ride the train from, a "railroaded" story is perfectly fine.
>>
>>52391344
It might not work for whatever you've defined as "the classic D&D" but AEDU works extremely well to simulate ammo and heat-synchs of a mech, and short/long rests work well to simulate mid-mission downtime and time in the garrage. Maybe it doesn't have all the fiddly crunchy bits that make individual mechanics for each modular part of your mech, but most of the games that do that wind up being excellent and fun systems to BUILD mechs in and garbage systems to actually.... you know... play a game in (i.e. most dedicated mecha combat TTRPG systems I've seen.)
>>
Any system that was fit for not-really-suit-level mini mecha action ala Landmates for tactical /k/yberpunk action goodness. I've been itching for it in years.
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>>52404832
At least in my experience, because DP9 are a terrible company, and Silhouette is a very, very lethal system.
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>>52404905
>Strike is in itself a square peg into a round hole situation. It tries to turn a class based fantasy RPG into a class based "generic" rpg.

The classes are only important for combat, which is why they are refluffable/generic. A "Martial Artist" class would be very weird in a (relatively serious) mecha game, because it has connotations of hand to hand combat and being all Zen and shit, but since it only matters for your combat abilities, you can just say "hey, I'm carrying a bunch of short range/melee weapons that I switch between rapidly" and be done with that.

I made this doc when I was running an AC game, with bare minimum refluffing: https://drive.google.com/file/d/0B1RCcaqlRWKPVXo0VUY2M1JpSDQ/view

I felt it was adequate (though I really should have proofread a few more times).
>>
>>52354105
In my permanently on the back burner 08th ms team like game I was going to focus pretty heavily on the team interacting with civilians, some good old conspiracies going on back at base, and good old radio chatter.

They'd be a semi autonomous unit. Get an order that's probably way out of communication range with hq. Deal with the situation as they see fit, including a lot of supply requisition. Proceed to throw curve balls their way. Bonus points if its against the mission parameters but the right thing to do.

A transport is firing off a distress signal, everyone in the area is going to hear it, and it will take the crew a few days off the mission path.

Another allied unit from a different command that is operating in the area has completely different Intel and ideas of how to do things. Play up the lack of communication and tribalism within different divisions, teams, etc. They could be a rival team out for glory, or legitimately just as confused to see an ally as you are. Maybe the mission goals overlap, or maybe they conflict.

Those are both good roleplaying moments that don't even require a good deal of dialog.
>>
>>52353167
Id say 5th ed dnd, with hp distributed to body parts and a hit table for body parts.
>>
>>52408646
Bar that make your own system? If you make a good combat and upgrade system for mechs, there are any number of system you can use for pilots.

You would probably want to have interchangable body parts, weapons and utility parts. A separate armor, shield and hull point hp system with a few wide net damage types. Throw in lots of terrain modifiers and tactical maneuvers, and maybe tables of overheating, hacking and system malfunctions to get the oh shit feel.
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>>52354105
Presumably if your players sign on for a military mecha game, they're willing to play the role of military mecha pilots. I mean that's kind of the premise of the game.
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>>52407955
Look at Heavy Gear/Jovian chronicles Or Silcore 2e as they all seriously do mixed unit combat great. >>52408104
See I can get the first part, as they definitely can be but the second just seems like people looking for a reason to bitch.
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>>52406979
Mekton is tons of fun to play, and only moderately more complex than DnD. Are you high?
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>>52408646
>>52408683
Why would you use 5e (of all things) when dedicated systems exist?
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>>52409848
>>52407955
How long does it take to create a first level mech/pilot vs a first level 4e character?

How does an average combat round look?

I have not yet given an honest try to Mekton, so I'm interested.
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>>52413153
FUCKING SEABOOK
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>>52406738
That's a shame, I really liked what I saw during my glance through Chromestrikeep.

The OGL of BCG is free, so I'll browse through that one next. I appreciate the heads up.
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whats the best system for a fantasy style mecha game somewhat like aura battler dunbine?
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>>52409917
Making a charcter takes around 10 minutes (not including backstory), building a mech can take anywhere from 10 minutes to 2 hours depending on how decisive you are, and whether you are using the advanced rules or not.

Turns take around 1-5 minutes for us, depending on how complex the mech is and what we are doing.
>>
>>52414392
Converting 4e might actually be a good system.
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>>52415505
how would you handle the mecha rules though?
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>>52415577
by being retarded.
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>>52413153
I can't tell what's going on here, is there something I'm missing?
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>>52415841
That actually sums up that movie pretty accurately.
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>>52414392

Currently working on putting together a fantasy mecha game myself. I don't really know anything but MZ, but it seems like it would work fine for it.
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>>52418547
ok
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>>52414392
>>52415505
>>52415577

I'd go into depth why Strike! would be better but I'm drunk so consider this a courtesy bump.

Also, fuck >>52415633
>>
Has that faggot who shills his heartbreaker mecha game, and whines when his shitty crunch gets called out showed up yet?
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>>52419781
Nah, Strikefag is taking on that role today.
>>
>>52419781
>>52419931
Well, it WAS a good thread til y'all showed up....aaand cue idiocy.....
>>
If one were to go download Mekton Zeta what books are the important ones?
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>>52423078
Seeing as how there are only like two books that aren't setting books, I don't see how this could possibly even be a question.
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>tfw mekton zero kickstarter turned out to just be a scam
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>>52423296
It probably would have been ruined in a modern form. Look at the newest Cyberpunk edition.
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>>52415094
>Making a charcter takes around 10 minutes (not including backstory), building a mech can take anywhere from 10 minutes to 2 hours depending on how decisive you are, and whether you are using the advanced rules or not.
>Turns take around 1-5 minutes for us, depending on how complex the mech is and what we are doing.

I was more interested in the entire process, than just the time it takes.

20-30 minutes for a character isn't bad, but if it's mostly spent doing trigonometry and top speed calculations based on poundage and surface area then I'd rather not.
>>
>>52426638
There's no time consuming math if you aren't trying to fly really really fast, it's mostly picking options creation wise. If you use only core it should take next to no time to do, but when you pull out MZ+ you see people go nuts on sensor options, combination fighters, and transformers, at least I find, so be prepared if your players liked either power rangers or transformers as children for weird designs.

Combat itself typically involves mechs running in and out of cover, shooting at each other, with flying mechs darting behind buildings then popping out for a few shots. There's also almost guaranteed to be one guy who went full melee who runs around the field beating the shit out of anything that gets close.

Most rolls are Skill+stat+d10, opposed by skill+stat+d10. Armor degrades over time, so becoming king of turtles isn't overpowered.
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>>52426894
>Most rolls are Skill+stat+d10, opposed by skill+stat+d10.

Correction. Most rolls are Skill+reflex+1d10, opposed by skill+reflex+1d10
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>>52426894
Would you be willing to go through the process?

Say, I'm the newbie who's showed up half hour before session and wants to make a character.
>>
>>52426899
nice b8 mate

>>52426930
There is a big background table you can roll on. Most GMs will then have you divide 70 points between your 10 stats. You then use INT + EDU (I believe) to calculate skill points, then spread those amongst skills. You then chose between Veteran or rookie, either getting a bunch of stats at first, or less stats but more gear and increased XP gain.

Then you make a mech, which is basically choosing a bunch of parts, covering them in armor, then adding weapons (at it's most basic). If it's your first time, you could ask your GM to do it for you, which is probably a good idea.
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>>52426968
Shit, when I was talking about veterans and rookies I meant skills instead of stats.
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>>52426968
Also, skill calculation is INT+EDU+10.
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>>52426968
You forgot the mention that being a vet drastically increases your chances to go gay.
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>>52409883
Because its mainstream
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>>52427720
that's a pretty stupid reason to suggest it.
>>
On this, has anyone tried Tiny Frontier's Monsters and Mecha supplement? It looks pretty good, but I haven't found a copy of it yet.
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>>52427678
Isn't that how it works in the real world?

>>52427720
It's okay
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>>52423296
It looks like more of a case of bad PR than anything else. I'm still optimistic that we'll get something worth the 20-year wait.
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>>52426968
nice! any other good or bad points you'd care to share?
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>>52432271
They bought a printing press, it's not just bad press.
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>>52433703
If there is no terrain, combat turns into a big punching match, so make sure to put in cool features like mountains, buildings, or space/underwater stations (if in a non-land environment).
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>>52433717
That's not what "PR" stands for, Anon.
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>>52436342
I more meant that they were crazy enough to actually buy a printing press off some guy on a whim, instead of releasing a rules pdf.
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>>52436711
Stuck in the 20th century, it sounds like.
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>>52436827
You'd think the cyberpunk/mekton creators would be a bit more up to date...this irony is just too damned delightful.......
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>>52436900
They really are behind the times.
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>>52439609
God, what's next: bobbleheads? Edgy urban dark bobbleheads?
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>>52439994
All of Mekton Zero's art will be in SD proportions, you heard it here!
>>
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>>52386189
Could you elaborate?
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>>52440309
Fun
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>>52441884
Guy came to /tg/ shilling his homebrew. Anons gave him feedback. Guy didn't like the feedback and acted like an asshole about it, apparently wasn't used to the idea that you don't just get a gold star for doing a thing.
Anons made fun of guy until he took his ball and went home.

Guy shows up in tabletop thread on /m/, starts begging for Patreon money. Anons from /tg/ call him out on his shit again. Guy acts like smug asshole. Anons decide to let artists of all the art assets in his homebrew that were used without permission and (at the time, at least) uncredited know that Guy is trying to make money off their work now.
Guy takes his ball and goes home again.

Another tabletop thread on /m/.
Guy's "friend" shows up looking like he's going to start shit. Gets linked to archives of all the shit Guy pulled. "Friend" doesn't reply, Guy might not have friend anymore.

"Guy" was a tripfag too but I'm intentionally not saying it because that faggot just needs to die in obscurity.
>>
>>52442152
There was also some drama about him crying on some IRC channel about how mean 4chan was, not realizing an anon was there and called him out on his shit again, so the channel turned on him, or something.
>>
>>52386766
>D6 Jovian Chronicles conversion.

Can you post this again? I haven't seen this before, and like the D6 Heavy Gear conversion.
>>
>>52442297
Ask and ye shall receive:
https://docs.google.com/document/d/1-rs__06lBfEOuAQHXKjt69XHNkKYEYk0gstvzA3sV00/edit?usp=sharing

I haven't touched it in like a year and there's a pretty good chance I might not do much more with it than what's there. I used the conversion formulas and qualities from HGD6 as a guide then adjusted for scale where necessary.

I remember some of the issues I had with it were energy weapons were pathetically weak. In Silhouette energy weapons had low damage multiplier but high accuracy, which in Silhouette actually evens them out as the damage formula is (margin of success x weapon damage multiplier), so an attack bonus directly increases damage output. D6 doesn't work that way, so the energy weapons end up hitting a lot but rarely penetrating a target's armor. A Pathfinder, for example, will rarely if ever damage a Wyvern with its particle cannon.

My suggestions for fixing that are either:
A) Use the optional rule where every X over the opponent's defense roll you get you get +Y damage (either +1 for every 3 points of success, or +2 for every 5, or something like that).
B) Just give energy weapons an extra die of damage across the board.

Or what I ended up doing before the campaign ended:
C) For my home group I allowed a "double tap" action where you could trade 1D from your attack for +1D of damage, this actually greatly benefited energy weapons since they had the extra attack dice to spare.
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>>52358890
Battletech is bad garbage.
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>>52444956
Hush, it was just westernized Macross with some Gundam, Dougram, FFS, and Madox springkles on it.
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>>52445195
Maybe he means the rules?

Unless those were also just westernized.
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>>52445227
Well, I just give the rules 6/10, and gladly they're actually DIY it.
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>>52442152
All I needed to know. Thanks!
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>>52445227
IIRC Battletech's original rules were adapted from the system used to make the Dougram strategy boardgames.
>>
I've considered savage worlds for a universal century power level mech game. Interface 0, and the scifi book both have rules for mechs. So there's good groundwork already in place for the homebrew.

Make being a pilot like mounted combat (piloting or relevant skill whichever is lower), a single skill is all that defines a pilot as opposed to anyone else, means you don't have to sacrifice much as a pc (that and if being a pilot is a conceit of the game a free d6 starting could be thrown in). MS stat blocks aren't difficult to make and you can easily condense a vehicle stat block to something pretty tiny and unoffensive. Which is great because it would make combined arms a non-issue.

Ground combat is literally just a larger scale version of normal combat. Space combat and dogfights both fall under the header of a specialized chase. Throw in 1st edition chase rules for a little extra detail/making sense. Makes for a pretty easy transition. Maybe make heavy weapons deal bonus damage to not heavy armor. That way you could reduce dice bloat, while still keeping protag powers the only thing that could save a pc from being instantly killed by zaku lighting them up out of mech.

All most all of the homebrew would boil down to custom equipment/ms stats. Throw in some edges to represent newtypes. Maybe take a cue from the old pirate's book and make some MS linked edges/hindrances for an added layer of customization (take semi common trait make it an edge/hindrance, ta da it's now modular). Maybe a custom critical hit table for MS, I honestly don't remember the mecha/golem mech tables.
>>
>>52445227
>>52445195
I mean the rules.
They are developed for the sake of complexity with zero thoughts of being fun and tactical complex enough to have options being meaningful from each other.
There are many mecha ruleset with the complex rules which actually bringing options for the DM and the players for the extra hassle they bring.
Battletech is not one of them.
>>
>>52446123
Most campaigns have to decide whether the mech or people level based combats take priority and stick with it.
So if you are playing a mech game, it's better to allow the player to stat the mech, based on determined rules rather than you the DM since they will be the one acting it and the pilot.
If mostly based on people level combat like Star Wars, then mechs, like other vehicles, can be standardized with the players using hardpoints and credit to customize it.

If you want both, you will just create a lot of unnecessary work for both you and the players and people get annoyed that so many dreary paperwork stand between them and fun of acting out their stories.
>>
>>52446262
Literally what? I mentioned a specific setting. MS would be made before hand because they're already a predefined factor and a part of that setting. Most customization would involve variation on the original designs, something which is also a massive part of that setting (there are like a dozen different types of the original gm, not counting prototypes and further iterations on the design).

The pre-existing rules allow for a framework to make the stock assets. The edges/hindrances allow for making a standard unit into your standard unit. changing actual slots on a ms would imply that you have the both the access and authority to determining what a production facility is doing with its engineers, and at that point you're so beyond player character clout that it isn't even funny.
>>
>>52446366
> Changing actual slots on a ms would imply that you have the both the access and authority to determining what a production facility is doing with its engineers, and at that point you're so beyond player character clout that it isn't even funny.

That kind of thinking is too rigid and not very fun, especially when the entire premise of the genre is already not realistic in any sense.
Let the players decide that on their own if you are playing a mech based campaign.
>>
>>52446429
You're telling me my goal to play a specific setting, is too complex. But that I can fix that, by offloading significantly more complexity on the players while simultaneously completely divorcing the game from the setting its supposed to be based off of.

If someone is playing in a game meant to emulate a specific thing, then presumably they've agreed to the basic conceit of that game. If they'd rather do something else entirely than doing so would be utterly dishonest.
>>
>>52446468
>If someone is playing in a game meant to emulate a specific thing, then presumably they've agreed to the basic conceit of that game.

That is what my argument is basically about.
If you are making a mech based campaign, heavy mech customization is part and parcel of the expectation and fun of the campaign and character creation, within limits.
If not and mechs are just part of the setting dressing, then, feel free to standardized hard so players focus their customization and effort on their own characters.
>>
>>52386699
You, sir, are a hero. I'm all for this idea and would love to hear/see/help more
>>
>>52446516
You not read what I'm trying to do at all then? Just throwing out tangentially related advice that doesn't actually address anything I've proposed?

Specific setting homebrew using pre-established rules as a base. Now, I could stat things out in a consistent manner, so that they match up with what they're emulating while maintain a degree of game balance, using these preexisting rules as a guideline.

Or, as you've tried to tell me. Try to make up my own rules and guidelines so that while giving players complete control over their mecha (which also ensures that they'd have a specific suit the entire game as opposed to jumping between different models, which would require a significantly greater deal of care in planning and execution. Because now if a suit is destroyed effectively so is a major part of the character) some semblance to a unified and coherent setting can be maintained.

I'm sorry, but that kind of defeats the point of using reestablished systems as a basis for homebrewing something. I'd literally be making my own system at that point, or expecting my players to have complete setting knowledge in order to use some version of those rules to make something that would fit.
>>
>>52446516
I don't really think customizing mechs is any more important to the genre than the pilots being psychic. Having a wide array available helps for sure, though.
>>
>>52446643
Not that guy but ace customs are a thing in the Gundam universe. But they're still mainly just tuned up versions of preexisting models than completely built from the ground up for one person. That said I don't think that dude is comprehending what you're doing at all and is just looking for an excuse to spout some stupid philosophy that doesn't even make any fucking sense.
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>>52446615
Thanks!
I put together my mecha guidelines into a google doc for easier reference, and tried to make them a little clearer:
https://docs.google.com/document/d/1HJZLW49aUkVeWpurcoC1Pk5MWSPoG65OzaNeGUEQxpM/edit?usp=sharing

I also renamed "Arms" to "Body," I felt like that makes more sense and would be less confusing. "Arms: 3" makes it sound like the mecha has three arms, while "Body: 3" expresses what the stat is supposed to represent a little clearer.
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>>52353167
Not related to system but definitely mecha

I'm making a mecha supplement for the homebrew system we use at our table and I'm having trouble thinking of weapons and systems one could outfit a mech with. I"d love it if someone could point me to some inspiration or throw a few ideas my way

For reference, most of the mechs are similar to Lost Planet's vital suits but can be a little more advanced.

You bet your ass the first thing I added were the handlebars for your buddy to hang off of
>>
Decent thread, bamp.
>>
>>52446516
Why not just give player characters access to professionals who can customize the mechs for them given some cash, or have them as permanently part of their crew, like a small crew of mechanics or something?
>>
>>52449638
Maybe an option to have smaller guns on the mech that detach for infantry to use?
>>
>>52406524
Oh man! I've been planning to run a similar game, technically starting January 1, 0080. How has your game gone? Any tips you'd suggest to someone trying to run such a game, since you're playing in one?
>>
What do I do if I want to do a mecha game, but I don't like Gundam?
>>
>>52454247
I"ve something like that already. Every cockpit can fit a weapon up to a certain size category within it and storage points can be outfitted anywhere there's a hardpoint.

The standard model mech for one company comes with a standard infantry assault rifle outfitted on a small compartment on the mech's thigh. Also contains survival gear and other useful junk
>>
>>52454985
Watch another series
>>
>>52454985
Play a mecha game inspired by a different franchise.
>>
>>52454985
Dude, mecha aren't just GANDAMUs.

It can range from Powah Armor to Big Robo. Hell, you can play mecha games that resolve around RC Drones ala Tetsujin 28.
>>
>>52395726
An AC game's stats wouldn't be too hard to pen-and-paper since the games have all the numbers for you, so no need to overthink the actual customization aspect.
>>
>>52456134
>Dude, mecha aren't just GANDAMUs.
Yes. I know that. That's why I asked the question, since half of these games seem based around Gundam, especially Mekton Zeta.
>>
>>52456534
It's just.... due to popularity.

You can actually find and play some of the non Gundam/Big-piloted-robo centric games (like Heavy Gear), if you makes google into yoir friend or/and willing to do a bit conversions.
>>
>>52456534

You could just as easily run a Macross, Votoms, Xabungle, Layzner, Dancouga, Dunbine, Appleseed, Golion, Tekkaman Blade, Escaflowne, Zoids, Patlabor, Gunbuster, Evangelion, etc game in MZ as you could a Gundam game. Especially with the MZ+ build book. You can do anything from power armor to combining lion mechs, to techno-organic mechs, fantasy mecha, etc.

If you are really hellbent on going for american styled mecha then you can just do Battletech, though Battletech is just a western interpretation of 80s real robot stuff - but western mecha never really carved out much of a niche other than having a "slow, less humanoid, more heavily armed" in general feel, which is just a subset of the japanese stuff anyways.
>>
>>52456534
MZ is designed to run anything from Macross to Orgunn to Power Rangers to Transformers, despite the frequent use of the word ANIME in the core book.
>>
>>52458341
>Power Rangers
I kind of doubt this one but I got it.
>>
>>52458353
It has rules for summonable transforming combiners, doubt nothing child.
>>
>>52456534
MZ isn't based around Gundam, MZ just uses Gundam as its cover art because that's what was most popular and well known at the time.
>>
>>52458385
Super Sentai, and by extension, Power Rangers, has a lot more going on than Voltronbots.

If you go into a Power Rangers game with nothing but ZORDS you've got like 20% of Power Rangers, tops.
>>
>>52458407
>just uses gundam as it's cover art
Also it's basic setting is a Gundam Ripoff, and most of the interior art.

It's understandable why someone would think of it as a Gundam Game.
>>
>>52458435
>Super Sentai, and by extension, Power Rangers, has a lot more going on than Voltronbots.
Start naming the things and I'll let you know how to do it in MZ.
>>
>>52457097
hey neat, it's a rideback!
>>
>>52458508
Competent non-mecha combat that happens way more often than mecha combat, transformation gimmicks, Mecha-sized monsters that aren't mecha, etc.
>>
>>52458635
There's good human scale combat rules, there are monster rules and organic mecha, depending on how you approach them, and there is the option of transforming into what is essentially a human sized mech, which would apply well to transformations.
>>
>>52458677
I imagine the combat is mostly for guns and swords, wheras most sentai fighting is hand-to-hand, and I doubt it has anything to emulate finishing moves and such. Monster rules is a new one...

And honestly, I can't think of a single Sentai team who's transformation is anything close to human-sized mechs, or even power armor as it is traditionally seen.

The closest I can think is like...Kamen Rider G3, and that's not even Sentai.

I guess it's technically possible to do a Super Sentai game in this but really it's possible to do anything in anything.
>>
>>52458703
The minimech is more to reflect increased toughness/adding gimmicks, as mecha are just big people in the system. Special moves and martial arts fighting is covered in core, is it not?
>>
>>52457619
>Escaflowne
Ma nigga.
>>
>>52457619
>>52458759
>two other people who watched Escaflowne

I thought I was the only one
>>
>>52458703
You're trying harder to make it sound like it doesn't fit than the other guy is giving you the options to make it fit.

Think about that.
>>
>>52458785
It's been soo long, I can't remember the damned specifics...but I remember that I liked the hell out of it.......
>>
>>52459206
Medieval mecha, psychic powers, modern/sci-fi mecha, bishi boys, shit was loaded
>>
>>52458785
Oh please, it was broadcast on Fox, a major national television network, in US.
>>
>>52459381
Oh was it? I had no idea. I assume it was dubbed then. Was the English dub any good?
>>
>>52459381
Not everybody lives in the us, anon.
>>
>>52459407
>Was the English dub any good?
Is the English dub of anything that isn't Cowboy Bebop ever any good?
>>
>>52459419
G Gundam's English dub was great. I'll let that comment slide this time, anon
>>
>>52459415
You have to be living in a fucking hole without internet to seriously think Escaflowne wasn't popular even if you weren't aware of it being broadcast nationally to an audience of 300+ million people.

>>52459440
Some of G Gundam's characters were dubbed fantastically, but as a whole it was not a great dub.
>>
>>52459475
>You have to be living in a fucking hole without internet to seriously think Escaflowne wasn't popular even if you weren't aware of it being broadcast nationally to an audience of 300+ million people.
Or underage, since the heyday of Escaflowne's popularity on the internet was the turn of the millennium into early 2000s and has since passed.
>>
>>52459475
Such butthurt, anon! Where did the nasty anon touch you? Come cry on mama's shoulder....there there..............

Oh, captcha: those aren't hamsters!!
>>
>>52459708
>projecting
>>
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>>52459824
What other popular shows piss you off, anon? Let the butthurt flow, brother....
>>
>>52459889
>projecting this hard
K
>>
>>52456250
>using actual game stats from a vidya in a tabletop game
>ever

This is why I have trust issues when it comes to tabletop adaptations for games

Can you imagine the bookkeeping? I remember AC1 having like 10 stats for each weapon already.
>>
Does anyone have a pdf to Jovian Chronicles? All the links I found turned out dead.
>>
>>52460828
It doesn't have to be an exact adaptation of stats, that would be almost as ridiculous as playing Strike. The game stats should be used as a general basis for the tabletop.
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