Battletech Public Playtest Thread

I once tried making Pulse Lasers behave like you described (along with machine guns, hit for 1 dmg in 3 locations), but in the end we shelved it since it slowed things down even more, and we just kind of accepted that BattleTech has a lot of “reality-bending” quirks that just come with the game.
I mean, we have become really proficient with delivering damage locations building doom boxes to deal out up to 20 single points from an LBX and such. Doling out pulse laser damage wouldn't even make us blink. Though, yeah I get it folks want to scale back on classic as is.
 

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I mean, we have become really proficient with delivering damage locations building doom boxes to deal out up to 20 single points from an LBX and such. Doling out pulse laser damage wouldn't even make us blink. Though, yeah I get it folks want to scale back on classic as is.
I think we must have less patience in our games, maybe because we don’t get to play so often. Even a couple SRM-6’s makes us squirm these days, though we have joked about playing all SRM-carriers before.
 

Oi! Is this for BattleTech RPG? Or just the minis wargame?

I am wanting to run BattleTech as a ttrpg, and use my mini's and the classic rules for mech battles. I have all of my original Mechwarrior rpg books, but I have never run BattleTech as a mixed rpg/wargame.

So I am looking for advice on how best to context switch from RP to Mini back to RP...

Is this the right thread to ask these questions our should I start a new one?

Cheers!
 

Oi! Is this for BattleTech RPG? Or just the minis wargame?

I am wanting to run BattleTech as a ttrpg, and use my mini's and the classic rules for mech battles. I have all of my original Mechwarrior rpg books, but I have never run BattleTech as a mixed rpg/wargame.

So I am looking for advice on how best to context switch from RP to Mini back to RP...

Is this the right thread to ask these questions our should I start a new one?

Cheers!
New thread started to discuss the RPG.
 

An idea that had occurred for me in terms of hit location splits and the like:
When a hit location is chosen (randomly or by called shot), and a weapon has some kind of spray/clustering feature implied (long burn lasers, missile clusters, whatever), the defender may split the damage (rounding up) to a second, adjacent location. That could really speed up resolving such features.
 

We do something similar to this for speed.
how-to-box-of-death-v0-7vzx7cngcrx91.jpg
 


@Kannik thanks for sharing your alternate rules! I don’t think I would adopt them wholesale for my games, but they were well written. The 2d8 proposal is something I might consider trying.
And thank you for reading them. :) If you (and anyone else) do give the 2d8 rules a try I'd be keen on hearing your experience and/or any feedback -- I playtested them here, but as always we play a certain way and so we may well not have encountered something that doesn't quite work.
I like the idea of Autocannons doing stability damage. It might be easy to incorporate as a penalty to Piloting Skill checks. We’ve been playing with giving AC’s a bonus to inflict Critical Hits as a way to buff them a little.
Hmmm, that gets me thinking that one quick way to add a bit of a bonus to ACs in the game without needing to change a lot (like different stability damage values/etc) is just to say "if you need to make a piloting roll due to damage and you were hit by an AC this round, +1 to the difficulty". For extra oomph, you could add "If you are hit with an AC, you must make a PSR at +0 regardless of the damage taken." Both of those though might need to be tailored so that AC/2s don't become overly powerful, as a failed PSR can really ruin your day.

(I can share the story of my pilot that took a dirt nap for 88% of an entire battle. Though he ended up winning the whole battle for us kind of because of it... )

Hmm again, if we update AC/2 damage to instead be an AC/3 (which is a common houserule I'm told), we could write the rule "if you take more than 5 points of AC damage..." though that would add another thing to track.
 

Yeah I think going away from 2D6 is gonna be a tough sell against tradition. On the pulse topic it’s always rubbed me the wrong way that they do all damage in a single location. For example a IS medium pulse should, imo, do 2 points to 3 location rolls. The other topic is clan stuff in general being better at everything. Though I’m sure it would be met with a lot of howling to rebalance any of it.
Oh for certain 2d8 is likely to be seen by some as scandalous, sacrilegious, blasphemy, and other similar words. ;) Which is why I included the 3d6 option to not have to change die types. Besides not increasing the probability as much, I think 3d6 also overly reduces the impact of modifiers and so it is both less impactful in "solving" the "issue" of low to-hit chances while also perhaps making tactics less important to pursue. But it does keep the same die type. :)

Myself I'm cool with Clan stuff being better than any IS or Star League stuff (provided you play with a balancing factor, whether that be 1.5x or 2x tonnage on the IS side, or using something like BV to ensure a "fair" fight). But when it comes to Clan Pulse Lasers I really don't think FASA quite grokked how powerful they were. (And just how undercooked IS ones were.) Adjusting the ranges might be all that's necessary to bring them into a more proper balance. Beyond a personal dislike for how many weapon systems are starting to use the cluster table, I like my energy weapons to stay single location to distinguish them from missile or cluster weapons.
 

We do something similar to this for speed.
how-to-box-of-death-v0-7vzx7cngcrx91.jpg
Oh, interesting... is that a big box you shake and and then go across to determine either hit locations or clusters? Or is white to hit and black is hit location? So you can do it all at once for all weapons across your mech?

(edit: Oh, I see now I'm following the thread more -- also used for after the cluster amount has been determined, you can shake the big box and read 2 locations per chunk all the way across rather than rolling a tonne of times. Cool! :))
 

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