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d20 Future Supplements?
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<blockquote data-quote="Peterson" data-source="post: 1719166" data-attributes="member: 21431"><p>First off - I'm not touching D20 Mecha rules (from D20 Future). Those rules are good enough for Mecha, which (in my opinion) is not Power Armor. Power Armor is a totally different animal where I am concerned.</p><p></p><p>On to the perennial question:</p><p></p><p>If you think the Mecha rules covers power armor fairly well, don't buy the PA Toolkit. (I don't at all, but I do like most of it for building actual Mecha.)</p><p></p><p>If you think the Gadget system covers power armor fairly well, don't buy the PA Toolkit. (I think it's an awesome mechanic, but falls short in regards to Power Armor).</p><p></p><p>If you wish that Power Armor got addressed better, or you want to create multiple combat and non-combat versions of Power Armor, buy the PA Toolkit.</p><p></p><p>Basically, the PA Toolkit is basically just an option for DM/Players who want a more in-depth look at how to design/build Power Armor. The Mecha rules, while good, are - <em>I feel</em> - too clumsy to accurately portray how agile true power armor is. What I consider true power armor is a set of personal armor - no more than 16' in height - that is humaniod in shape and enhances the operator in some manner. True power armor is meant (again, my opinion) to be the ultimate in urban warfare - its not about who has the biggest gun or the biggest suit, but rather how well it performs in an urban setting with the smallest amount of collateral damage. Let's face it - 24' Mechas, or even the 16' Power Armor I suggest - are going to damage buildings - accidental or not. True, the 12' or even 6' suit of Power Armor still has the very real possibility of damaging buildings, but the smaller ones (6'-8') can actually move inside most buildings. They can still give those soldiers an advantage, even when they need to enter an enemy stronghold covertly. </p><p></p><p>This is just little bit of why I'm doing this really. Another part is that I needed a set of mechanics to build power armor for a campaign I'm building and figured, "Hey, since I'm creating the rules set already, why not see if people would want to buy it?". If I didn't think it was a good enough idea that someone would want it somewhere, I wouldn't be doing this.</p><p></p><p>Finally, once I read the rules on creating Large Mecha and Power Armor (via the gadget system) in D20 Future, I realized it didn't have the mechanics I needed to do what I wanted (especially the Equipment Slots mechanic - too limited at 7), so I'm going to go ahead with the PA Toolkit (which actually only its working title). There was almost enough customization in both sets of mechanics, but overall - there wasn't the <em>feel</em> I was looking for.</p><p></p><p>Hope this answers your question, at least a little.</p><p>Thanks again for your time,</p><p></p><p>Peterson</p></blockquote><p></p>
[QUOTE="Peterson, post: 1719166, member: 21431"] First off - I'm not touching D20 Mecha rules (from D20 Future). Those rules are good enough for Mecha, which (in my opinion) is not Power Armor. Power Armor is a totally different animal where I am concerned. On to the perennial question: If you think the Mecha rules covers power armor fairly well, don't buy the PA Toolkit. (I don't at all, but I do like most of it for building actual Mecha.) If you think the Gadget system covers power armor fairly well, don't buy the PA Toolkit. (I think it's an awesome mechanic, but falls short in regards to Power Armor). If you wish that Power Armor got addressed better, or you want to create multiple combat and non-combat versions of Power Armor, buy the PA Toolkit. Basically, the PA Toolkit is basically just an option for DM/Players who want a more in-depth look at how to design/build Power Armor. The Mecha rules, while good, are - [I]I feel[/I] - too clumsy to accurately portray how agile true power armor is. What I consider true power armor is a set of personal armor - no more than 16' in height - that is humaniod in shape and enhances the operator in some manner. True power armor is meant (again, my opinion) to be the ultimate in urban warfare - its not about who has the biggest gun or the biggest suit, but rather how well it performs in an urban setting with the smallest amount of collateral damage. Let's face it - 24' Mechas, or even the 16' Power Armor I suggest - are going to damage buildings - accidental or not. True, the 12' or even 6' suit of Power Armor still has the very real possibility of damaging buildings, but the smaller ones (6'-8') can actually move inside most buildings. They can still give those soldiers an advantage, even when they need to enter an enemy stronghold covertly. This is just little bit of why I'm doing this really. Another part is that I needed a set of mechanics to build power armor for a campaign I'm building and figured, "Hey, since I'm creating the rules set already, why not see if people would want to buy it?". If I didn't think it was a good enough idea that someone would want it somewhere, I wouldn't be doing this. Finally, once I read the rules on creating Large Mecha and Power Armor (via the gadget system) in D20 Future, I realized it didn't have the mechanics I needed to do what I wanted (especially the Equipment Slots mechanic - too limited at 7), so I'm going to go ahead with the PA Toolkit (which actually only its working title). There was almost enough customization in both sets of mechanics, but overall - there wasn't the [I]feel[/I] I was looking for. Hope this answers your question, at least a little. Thanks again for your time, Peterson [/QUOTE]
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