Battletech RPG

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(And, off the cuff, If I were to set up a whole new MW RPG, I might go for something light, with skills only and no attributes, with a moderate sized list of skills that are bought at target number levels like the tactical game as a starting point.)

I am toying with PBTA as the core roleplay side. Oddly enough, its 2d6 like BT wargame is. And so if I am clever I can make Gunnery and Piloting skill values inform the PBTA roleplay side "success with complication" thresholds. I would need to go over the min and max values the wargame had, and see where those thresholds are for PBTA. Then , well, supposedly the rules would be fair and balanced no matter how you made your character.

This is what Draw Steel did, so I has some ideas on how it might work...
 

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I played Mac Warrior first edition, but the rules never really stuck with my players so we switched over to using classic traveler which also uses a 2D6 resolution mechanic that is extremely similar to BattleTech resolution system. I don’t want every edition of the role-playing game produced all the way through destiny. First and second edition, we’re basically the same game with tweaks third edition use D10 resolution mechanic and was very different published by fan pro. fourth edition ATOW is pure insanity, it is so utterly complicated to produce characters ( there is an option to just use templates) but the game system itself is actually pretty simple. Destiny is a solid game but the inclusion of simplified mech combat thats somewhere between alpha strike and full Battle tech still mystifies me. For me personally I’ve never really been into long campaigns and none of my players ever were either. It was mostly one shots or 3 to 4 session long shots, first or second edition are both fine to run.
 

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