• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

d20 future = Mechwarrior d20

mmu1 said:
I think fusion reactors are pretty futuristic and imaginary...
"Thank god for cold fusion!" (from Starcraft/Broodwar cut scene)

Isn't that what they do in all those futuristic games/stories (but still impossible by todays science), cold fusion?

Anyways, the "plain old fusion reactor" does sound kinda funny! :D
Hey, maybe I have one in my car, too!? :p

Bye
Thanee
 
Last edited:

log in or register to remove this ad

Reminds me of the Mr. Fusion on the back of the Delorian in Back to the Future 2.

I actually have a friend who is doing his PhD. on how to stabilise plasma for fusion reactions. So its a little ways off. I let that slide because I assumed he meant experimental fusion labs where they can't really sustain fusion and can only get it for like a second.

I did look into Mekton Zeta as an option, but I am starting to think that the d20 system (especially with the non-mecha stuff that looks to be offered in d20 Future) will work better than the R. Talsorian line.
 


Ranger REG said:
While it would be nice if d20 Future does feature material from the Mecha d20 SRD, which governs all vehicle creation, I doubt they would include it. Although if they had, it would be the second time they used actual rule material (designated OGC) from a third-party source (the first being Unearthed Arcana).

It would be the 3rd Book actually. (4th technically). Weapon's Locker drew from Ultramodern Firearms, alot from what I can tell. MMII gets the technically Bid :)
 

Well, i think u are on a good train of thought. I would keep plugging away at it. I tried a d20 battletech/mechwarrior using the mechwarrior dark age minis. Since i already owned most of the battletech books, i just used the stuff out of the compendium and redid the power scale a little to better fit d20. Instead of 2d6, we used a d20 to resolve the attack. I think d20 future should work fine. d20 Mecha is a great book and i would recommend it to anyone interested in mechs for the d20 system. As for prestige classes, the mecha crusade prestige classes are good. d20 BESM has a mecha pilot class. I am sure there are dozen of other potential classes.

On a final note, when u mentioned the neural helmet, i had a thought. What if u switched some of the stats as they would translate to the mech. The mech's dexterity would not be dependent on the character's physical dependence rather their mental wit. So, why not use the character's Wisdom instead of the character's dexterity to modify the mech's actions in speed or agility contests. U could take it further and say that intelligence modifies the mech's strength rolls and charisma modifies the mechs constitution rolls, but i dont know. The question u have to answer for that further extrapolation is can a machine's limits be pushed beyond by the pilot's will. For a more cinematic game, i would say yes. For a grittier game, i would say no. However, when a machine is pushed beyond it's limits it usually just breaks faster.

Anyway, those are my thoughts. The jumpships and aerospace fighters should use whatever d20 system of air and space combat u and your group like.
 

midknight12 said:
Well, i think u are on a good train of thought. I would keep plugging away at it. I tried a d20 battletech/mechwarrior using the mechwarrior dark age minis. Since i already owned most of the battletech books, i just used the stuff out of the compendium and redid the power scale a little to better fit d20. Instead of 2d6, we used a d20 to resolve the attack. I think d20 future should work fine. d20 Mecha is a great book and i would recommend it to anyone interested in mechs for the d20 system. As for prestige classes, the mecha crusade prestige classes are good. d20 BESM has a mecha pilot class. I am sure there are dozen of other potential classes.

On a final note, when u mentioned the neural helmet, i had a thought. What if u switched some of the stats as they would translate to the mech. The mech's dexterity would not be dependent on the character's physical dependence rather their mental wit. So, why not use the character's Wisdom instead of the character's dexterity to modify the mech's actions in speed or agility contests. U could take it further and say that intelligence modifies the mech's strength rolls and charisma modifies the mechs constitution rolls, but i dont know. The question u have to answer for that further extrapolation is can a machine's limits be pushed beyond by the pilot's will. For a more cinematic game, i would say yes. For a grittier game, i would say no. However, when a machine is pushed beyond it's limits it usually just breaks faster.

Anyway, those are my thoughts. The jumpships and aerospace fighters should use whatever d20 system of air and space combat u and your group like.

Good thought. Sort of like in Ghost in the Shell when the major is trying to open the tank and essentially destroys herself because her will is more than her body can handle.

Looking at how a neurohelmet picks up on the brains movement commands (it can track a startup/unlocking sequence which is a series of gestures made by the pilot) I would say that the mech's str is the machine strength and the Dex is that of the pilot.

I also plan on having it be that a "chicken" chassis is a little more difficult to pilot than a anthropomorphic one. And a "quad" is even more so. The reason being that the way the mech moves is contrary to the way a person is used to moving and so it takes a bit to get the impulses right. If anyone recalls the fiction in the original Citytech, "life in the big city" we hear that locust pilots are supposed to be universally strange.

This gives me ideas for feats. Like Chicken Adaptation, Quad Adaptation etc.

I would also have a feat for the smart mofo (ala Max Sterling/Jenius) who can remember obscure things about how the mech moves (like how the armor allows for a better kick at a different angle then what would typically be expected and then have the dexterity to move the mech into the right position to execute it etc.) and apply his int to his pilot mech skill and the mechs physical attacks. (also Max was a dexterous mofo too, the combination is what made him so deadly, supposedly, but that is Macross...).

Aaron
 
Last edited:

Ok, it's about time I added something....

For the piloting, I would use the skills associated with the same ones for the pilot himself. There could be PrCs or even just 'feats' that could allow someone to substitute another (mental) stat in place of the original stat. I would keep it simplier for my own sanity, but you could complicate the heck out of it if you want. Granted, I don't have d20 Modern, so I am at a loss on the conversions, but I am curious as to how it will turn out. Will you be posting your revised d20 Mechwarrior system?
 

jester47 said:
Cause its not BT without the heat.
pretty much all of my memories from playing BattleTech involve standing in a lake. ;)

jester47 said:
Anyone notice that the d20 Mecha SRD could really use some formatting?
nope, because i actually went out and purchased the print version with all the pretty pictures. :)

jester47 said:
I actually have a friend who is doing his PhD. on how to stabilise plasma for fusion reactions.
just make sure his idea doesn't involve grafting four artificially intelligent tentacles to his body...

i'm interested in seeing how d20 Future handles mecha, but i'm keeping d20 Mecha around in case i need them. :) i hope d20 Future doesn't just use the rules from Poly's Mecha Crusade. i really didn't like that way of handling mecha at all. (a 60m tall mecha's Strength and Hit Points are based on the Strength and Hit Points of the pilot? why?)
 

d4 said:
i'm interested in seeing how d20 Future handles mecha, but i'm keeping d20 Mecha around in case i need them. :) i hope d20 Future doesn't just use the rules from Poly's Mecha Crusade. i really didn't like that way of handling mecha at all. (a 60m tall mecha's Strength and Hit Points are based on the Strength and Hit Points of the pilot? why?)

Yeah, I think they have two choices - Borrow the d20 Mecha SRD, or use Mecha Crusades rules. I really don't like MCs rules at all. With as intuitive and versital as d20 mecha is, I can't see how they would not go with it. Now if they came up with somthing better than Md20, (which is not out of the realm of possibility, but unlikely) that would be cool too.

Hrm, I guess Chicken Adaptation and Quad Adaptation should be called Theropod Adaptation and Quadropod Adaptation. Anthropod being the humanoid mech style.

Aaron.
 
Last edited:

Furthermore I like the d20 Modern Generic Classes. It gives that no-levels feel with the advantages of levels. Also, from the description of the world in the early material, most anyone with brain activity can drive a mech. But being a mechwarrior, well that seems to have some sort of prestige added to it. The different kinds of MW PrCs you could come up with are fairly numerous.

(Exhilerated Sigh) I am going to have to make my own sub set of d20 Battlemech rules. The mecha rules work well for general vehicles and ships, and such, but the Battlemech is its own creature.

I plan on using this as a repository for ideas on this project, to commence when my moving into my new apt is done, and once d20F is out.

Aaron.
 

Into the Woods

Remove ads

Top