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<blockquote data-quote="Mercule" data-source="post: 6998891" data-attributes="member: 5100"><p>Don't sweat the small stuff and steal liberally. @permerton has some good suggestions, above.</p><p></p><p>I'll add that my first thought was to just go with stats for an iron golem and not sweat the details on how it moved, other than "the pilot must spend their action controlling the mech". That would be for a fully repaired mech. You could use stats for lower classes of golems for somewhat worse off mechs, even if they're cosmetically the same. Even though there are some differences in resistances and abilities between the different golems, I'm sure a few minutes would show you patterns you wanted to keep and you'd shortly have some standard stats for mechs of various types.</p><p></p><p>As far as the gunner goes, I'd just grab the Gunsmith Artificer from last week's UA. I would never allow the kit in a standard game, as is, but the mechanics are a pretty good launching point for a big gun. Instead of having it tied to the class, tie it to the mech and have all the various level-based abilities be cannon refits that your PCs can find/make and that require a short rest to swap out. Maybe another special item exists that allows a back-up weapon, but it takes an action (or bonus action) to swap out.</p><p></p><p>For a real twist, just allow the Gunsmith, but reflavor it to work like a Battletech Clan Elemental (kinda). The clockwork servant is actually the suit (see this weeks UA Fighter for ideas on being size large). The character is actually wearing/riding the suit, so they occupy the same space and count as a single large creature for most purposes. The suit uses the action economy of the clockwork servant and people can target either the suit or the character with their attacks (it might be best to say the suit auto-repairs 1d8 damage every round, so long as you aren't directing it to do anything else; this healing increases by 1d8 each time the character gains a spell level). All class abilities are assumed to be part of the suit, and the character loses them if the suit is rendered inoperable (0 hp). Unless utterly destroyed, an inoperable suit is fully repaired after a long rest and any normal damage is repaired after a short rest.</p><p></p><p>You could also probably do something to rework the Artificer class to be a Mech-Warrior class, reskinning the Gunsmith to be a Gunner and adding a new Pilot specialty. Replace some of the existing class abilities with ways of repairing a mech on the fly and getting them to do interesting things. The Gunner would, of course, apply their abilities to the mech's guns. Any character <u>can</u> run a mech, but the Mech-Warrior does it best.</p><p></p><p>That's all pretty train of thought, but it's probably a reasonable starting point to tweak for balance.</p></blockquote><p></p>
[QUOTE="Mercule, post: 6998891, member: 5100"] Don't sweat the small stuff and steal liberally. @permerton has some good suggestions, above. I'll add that my first thought was to just go with stats for an iron golem and not sweat the details on how it moved, other than "the pilot must spend their action controlling the mech". That would be for a fully repaired mech. You could use stats for lower classes of golems for somewhat worse off mechs, even if they're cosmetically the same. Even though there are some differences in resistances and abilities between the different golems, I'm sure a few minutes would show you patterns you wanted to keep and you'd shortly have some standard stats for mechs of various types. As far as the gunner goes, I'd just grab the Gunsmith Artificer from last week's UA. I would never allow the kit in a standard game, as is, but the mechanics are a pretty good launching point for a big gun. Instead of having it tied to the class, tie it to the mech and have all the various level-based abilities be cannon refits that your PCs can find/make and that require a short rest to swap out. Maybe another special item exists that allows a back-up weapon, but it takes an action (or bonus action) to swap out. For a real twist, just allow the Gunsmith, but reflavor it to work like a Battletech Clan Elemental (kinda). The clockwork servant is actually the suit (see this weeks UA Fighter for ideas on being size large). The character is actually wearing/riding the suit, so they occupy the same space and count as a single large creature for most purposes. The suit uses the action economy of the clockwork servant and people can target either the suit or the character with their attacks (it might be best to say the suit auto-repairs 1d8 damage every round, so long as you aren't directing it to do anything else; this healing increases by 1d8 each time the character gains a spell level). All class abilities are assumed to be part of the suit, and the character loses them if the suit is rendered inoperable (0 hp). Unless utterly destroyed, an inoperable suit is fully repaired after a long rest and any normal damage is repaired after a short rest. You could also probably do something to rework the Artificer class to be a Mech-Warrior class, reskinning the Gunsmith to be a Gunner and adding a new Pilot specialty. Replace some of the existing class abilities with ways of repairing a mech on the fly and getting them to do interesting things. The Gunner would, of course, apply their abilities to the mech's guns. Any character [U]can[/U] run a mech, but the Mech-Warrior does it best. That's all pretty train of thought, but it's probably a reasonable starting point to tweak for balance. [/QUOTE]
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