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<blockquote data-quote="Blue" data-source="post: 9800911" data-attributes="member: 20564"><p>I played Mechwarrior back in the early 90s, and it was a miserable experience.</p><p></p><p>First, two of us made characters who were well rounded. The other three made characters that only could pilot mechs. They never wanted to play outside the mechs because they were horrible at it, and we ended up spending a lot of time in mechs, where the two of us were significantly sub-par.</p><p></p><p>That was actually one of my early RPG design lessons, that you must have different currencies of character build/advancement for different modes of the game. 5e for example could learn from this with their feats.</p><p></p><p>Second, the advancement was based on rolling I think a 12 on 2d6. Oh, did I mention I started with a Panther mech, which had one long range and one short range weapon in a light mech chassis, vs. characters who had a bunch of weapons so rolled more often so their characters advanced more quickly.</p><p></p><p>These are the two flaws that are full-stop, don't play. There were others, like there was a talent (?) called something like Gifted Gunner or Natural Gunner that let you roll 3d6 and take the highest 2. Not only did that play havok with game balance odds, it also made it that you went from gaining advancement XP (whatever it was called) in 1 in 36 rolls (which is 6/216th) to 16/216th. More than two and a half times as likely to get advancement points, in the part of the game with the highest density of rolls (mech combat on a multi-weapon mech).</p><p></p><p>No idea how the more modern versions of Mechwarrior are, I seriously hope they fixed these problems.</p><p></p><p>EDIT: Loved the wargame, played lots and lots of it with different groups of friends, including twice long organized ongoing bracket battles with repairs, ammo replacement, etc.</p></blockquote><p></p>
[QUOTE="Blue, post: 9800911, member: 20564"] I played Mechwarrior back in the early 90s, and it was a miserable experience. First, two of us made characters who were well rounded. The other three made characters that only could pilot mechs. They never wanted to play outside the mechs because they were horrible at it, and we ended up spending a lot of time in mechs, where the two of us were significantly sub-par. That was actually one of my early RPG design lessons, that you must have different currencies of character build/advancement for different modes of the game. 5e for example could learn from this with their feats. Second, the advancement was based on rolling I think a 12 on 2d6. Oh, did I mention I started with a Panther mech, which had one long range and one short range weapon in a light mech chassis, vs. characters who had a bunch of weapons so rolled more often so their characters advanced more quickly. These are the two flaws that are full-stop, don't play. There were others, like there was a talent (?) called something like Gifted Gunner or Natural Gunner that let you roll 3d6 and take the highest 2. Not only did that play havok with game balance odds, it also made it that you went from gaining advancement XP (whatever it was called) in 1 in 36 rolls (which is 6/216th) to 16/216th. More than two and a half times as likely to get advancement points, in the part of the game with the highest density of rolls (mech combat on a multi-weapon mech). No idea how the more modern versions of Mechwarrior are, I seriously hope they fixed these problems. EDIT: Loved the wargame, played lots and lots of it with different groups of friends, including twice long organized ongoing bracket battles with repairs, ammo replacement, etc. [/QUOTE]
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