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Battletech Public Playtest Thread
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<blockquote data-quote="Kannik" data-source="post: 9800108" data-attributes="member: 984"><p>-nods- That's the thing I find too about trying to adjust values while keeping 2d6: because there's only 12 results each step between values is a big one. I've seen people play/suggest dropping the gunnery values as another "fix" and, again, it results in a big increase of to-hit chances that too greatly swings things in the other direction (ie, devalues close in work). By going to 2d8 (or 3d6) I think is a sweet spot, where because of the larger number of possible results the steps are such that it increases chances without grossly overshooting the mark and making hits automatic. Also I went for splitting them so it isn't as punishing as always +2/+4 but also not so lenient as making it always +1/2 only.</p><p></p><p>All that said, I'm with you on some additional tweaks to weapon systems as well. I did like how stability damage was handled in HBS's 2018 Battletech game with the differing values. I see even a laser as being able to unbalance a mech through the sudden loss of armour and the "steam explosions" that might happen from it, but for ease of accounting at the table I could see lasers being 0 stability, PPCs half, Missiles full, and maybe ACs 1.5. Or just give an additional "Stability" value to each weapon that you have to track alongside heat/damage on your mech. Then you could fine-tune the values as well as being easier math (as stability would be smaller numbers, like between 0 through 5, so easier than having to add 8 for this LRM strike plus 10 for this AC/10 hit plus etc). You could even do a stability chart like the heat chart that would 0 at the start of every turn, but like the heat chart it would list the piloting roll modifier in the chart for easier tracking. </p><p></p><p>Might be too big a chance for CGL to consider, though. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>Other big thing I would want to see realigned is Pulse Lasers. Clan LPLs... are gods in the game, with their 20 hex range and that -2 which, again due to the 2d6 roll, is a huge bonus (effectively consider the weapon to have a medium range out to 20). At 9+ they almost keep pace with two Clan ERPPCs. (Double aside: This is why I love the Incubus/Vixen. 9/14 and a Clan LPL is amazing.) I've heard a common house rule is that you're only allowed to field Clan 1 LPL per mech, or even only 1 Clan LPL at all. Wild. At the same time, IS Pulse Lasers are anemic, with their shortened ranges meaning that even with the -2 they are not doing the damage to make them worthwhile. IS pulse lasers could use a range boost, and Clan pulse lasers need their ranges truncated. Or at least alter how they work so that it isn't a straight up -2 to hit.</p><p></p><p>Hmm, maybe I should write some more alternate rules... though next I want to update my quad rules from 20+ years ago and help my four legged friends. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Kannik, post: 9800108, member: 984"] -nods- That's the thing I find too about trying to adjust values while keeping 2d6: because there's only 12 results each step between values is a big one. I've seen people play/suggest dropping the gunnery values as another "fix" and, again, it results in a big increase of to-hit chances that too greatly swings things in the other direction (ie, devalues close in work). By going to 2d8 (or 3d6) I think is a sweet spot, where because of the larger number of possible results the steps are such that it increases chances without grossly overshooting the mark and making hits automatic. Also I went for splitting them so it isn't as punishing as always +2/+4 but also not so lenient as making it always +1/2 only. All that said, I'm with you on some additional tweaks to weapon systems as well. I did like how stability damage was handled in HBS's 2018 Battletech game with the differing values. I see even a laser as being able to unbalance a mech through the sudden loss of armour and the "steam explosions" that might happen from it, but for ease of accounting at the table I could see lasers being 0 stability, PPCs half, Missiles full, and maybe ACs 1.5. Or just give an additional "Stability" value to each weapon that you have to track alongside heat/damage on your mech. Then you could fine-tune the values as well as being easier math (as stability would be smaller numbers, like between 0 through 5, so easier than having to add 8 for this LRM strike plus 10 for this AC/10 hit plus etc). You could even do a stability chart like the heat chart that would 0 at the start of every turn, but like the heat chart it would list the piloting roll modifier in the chart for easier tracking. Might be too big a chance for CGL to consider, though. ;) Other big thing I would want to see realigned is Pulse Lasers. Clan LPLs... are gods in the game, with their 20 hex range and that -2 which, again due to the 2d6 roll, is a huge bonus (effectively consider the weapon to have a medium range out to 20). At 9+ they almost keep pace with two Clan ERPPCs. (Double aside: This is why I love the Incubus/Vixen. 9/14 and a Clan LPL is amazing.) I've heard a common house rule is that you're only allowed to field Clan 1 LPL per mech, or even only 1 Clan LPL at all. Wild. At the same time, IS Pulse Lasers are anemic, with their shortened ranges meaning that even with the -2 they are not doing the damage to make them worthwhile. IS pulse lasers could use a range boost, and Clan pulse lasers need their ranges truncated. Or at least alter how they work so that it isn't a straight up -2 to hit. Hmm, maybe I should write some more alternate rules... though next I want to update my quad rules from 20+ years ago and help my four legged friends. :) [/QUOTE]
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