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A Mechwarrior: Destiny Review
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<blockquote data-quote="Blue" data-source="post: 8772038" data-attributes="member: 20564"><p>I remember playing one of the Mechwarrior RPGs back in the 90s. My biggest complaint was that the same pool of character creation was used for on the battlefiend and off, including purchasing your initial mech. So we ended up with two characters that were complete people, had interesting abilities when not in a mech, and were neophyte pilots in light mechs, and three characters who had basically zero skill outside a mech, but were gods in mechs with talents, great skills, and heavy or assault mechs.</p><p></p><p>The GM, looking at half the party unable to function at anything except being in mechs, focused most of the game on the battlefield. To the detriment of the two of us. (And exasperated by the advancement system which granted XP on rolling a 12, so those bigger mechs with more weapons also granted more XP to their pilots.)</p><p></p><p>I mention all that because it seems that with the Plot Points also being able to be spent for mechanical aspects in mech combat that this game also may have the same one-pool approach for on-the-field and everything else, leading to the same disparities where some player build only for in-mech and some build for a whole world in an RPG. Can you go into some detail if this is true or how they avoid it?</p><p></p><p>Thanks.</p></blockquote><p></p>
[QUOTE="Blue, post: 8772038, member: 20564"] I remember playing one of the Mechwarrior RPGs back in the 90s. My biggest complaint was that the same pool of character creation was used for on the battlefiend and off, including purchasing your initial mech. So we ended up with two characters that were complete people, had interesting abilities when not in a mech, and were neophyte pilots in light mechs, and three characters who had basically zero skill outside a mech, but were gods in mechs with talents, great skills, and heavy or assault mechs. The GM, looking at half the party unable to function at anything except being in mechs, focused most of the game on the battlefield. To the detriment of the two of us. (And exasperated by the advancement system which granted XP on rolling a 12, so those bigger mechs with more weapons also granted more XP to their pilots.) I mention all that because it seems that with the Plot Points also being able to be spent for mechanical aspects in mech combat that this game also may have the same one-pool approach for on-the-field and everything else, leading to the same disparities where some player build only for in-mech and some build for a whole world in an RPG. Can you go into some detail if this is true or how they avoid it? Thanks. [/QUOTE]
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