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D20 Future Mecha and Movement
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<blockquote data-quote="arwink" data-source="post: 2159554" data-attributes="member: 2292"><p>Build mecha as starships rather than mecha, that's your easy answer.</p><p></p><p>The Mecha rules in d20 Future, as far as I can see, are a cut and paste of the rules used in the Mecha Crusade mini-game that was printed in Dungeon a whiel back. That had a whole host of genre conventions that run up against what you're trying to use mecha for here - the most important being that mecha combat is supposed to happen up close and personal rather than spending a prolonged perioud of time at range. </p><p></p><p>With that in mind, having mecha with phenomenal movements rates was a bad idea - it made the option of pulling back and peppering the opponent with long range weaponry much more attractive. Given the mecha genre seems to be all about smacking one another with lazer swords or a barrage of short range missiles, I think they made the right choice. It's also a genre where mecha drivers are more likely to take on human/alien opponents and monsters than massive star cruisers (a few episodes of the early robotech series aside), so keeping things on a human scale makes sense.</p><p></p><p>If you want space-faring mecha that are designed to take out star-ships, I recommend starting with a mecha-system that's designed to fit in with the starship rules (basically, build them as a starship). Or simply assume they're capable of moving at starship speeds out of atmosphere and mecha speeds inside an atmosphere. It makes getting away from a combat something of a non-consideration (most mecha will just bolt if they feel outlcassed), but it's not that big a problem if that's in keeping with the feel you want in the game.</p></blockquote><p></p>
[QUOTE="arwink, post: 2159554, member: 2292"] Build mecha as starships rather than mecha, that's your easy answer. The Mecha rules in d20 Future, as far as I can see, are a cut and paste of the rules used in the Mecha Crusade mini-game that was printed in Dungeon a whiel back. That had a whole host of genre conventions that run up against what you're trying to use mecha for here - the most important being that mecha combat is supposed to happen up close and personal rather than spending a prolonged perioud of time at range. With that in mind, having mecha with phenomenal movements rates was a bad idea - it made the option of pulling back and peppering the opponent with long range weaponry much more attractive. Given the mecha genre seems to be all about smacking one another with lazer swords or a barrage of short range missiles, I think they made the right choice. It's also a genre where mecha drivers are more likely to take on human/alien opponents and monsters than massive star cruisers (a few episodes of the early robotech series aside), so keeping things on a human scale makes sense. If you want space-faring mecha that are designed to take out star-ships, I recommend starting with a mecha-system that's designed to fit in with the starship rules (basically, build them as a starship). Or simply assume they're capable of moving at starship speeds out of atmosphere and mecha speeds inside an atmosphere. It makes getting away from a combat something of a non-consideration (most mecha will just bolt if they feel outlcassed), but it's not that big a problem if that's in keeping with the feel you want in the game. [/QUOTE]
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