Doom Striders: Actual Campaign Use?

JoeGKushner

Adventurer
So I'm reading over Doom Striders. It's a book devoted to creating fantasy mecha. I like the idea. I've seen it in a few manga titles like Escaflowne and think it can work.

Looks like a few typos slipped through here and there, but nothing terrible. For example, you ships are powered by energy points. It talks about expending energy points to increase the magic rating of your attack by +1 for every energy point spent. Well, I don't think we have anything like that in 3.5 where the actual bonus matters. There were a few other instances where I scratched my head, (I havent' f inished everything yet, but I swear I don't see the mechas associated with the various groups) but overall, I'm quite pleased.

I'm going to bust out my Dream Pod 9 book, Mecha Companion, and do some comparissions between the two. The costs of these things is what would seem to be the biggest factor holding them back. Salvage and reclaimation would have to be in high use.

So my question is, are you using Doom Striders or just trying to find a way to fit it in? If you're using it, how has it worked for you thus far?
 

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That is one possibility.

Anyone else actually using the book though? I've started to go through the process of making a Doom Strider. So far so good. Lot of cash outlay here though. In some ways reminds me of their Armor Golem from one of their other, older books.
 

I bought the book hoping to introduce an invading force unlike any other. I have yet to get back to it however. (so many ideas / books and so little play time! :) )

I'll be checking on answers here also.
 

I own it but have not used it.

From reading it over I have a number of concerns.

I would drop the energy cost for movement per round. Otherwise they will run out of energy before they even get to the battlefield unless they are wheeled out on carts. It sort of defeats the purpose of the people carrying ones.

The main ability seems to be the hit point multiplier for really big ones, strap in a high level character and that is potent but the weapons systems did not seem that big a deal to me. Having a high level fighter in each arm of a big one and in the torso makes one fearsome high # of attacks combatant, but I wouldn't want to pilot Voltron's left leg, even if it has a crossbow cluster you can fire from the hip.

They would be much more effective in the Oathbound Arena mass combat system than against actual individual foes.

I do like the variety of armor, weapon, and miscellaneous slot uses plus the various power sources.
 

Voadam, I agree with you on the hit point multiplier. That's one of the things I'm still trying to wrap my head around and that's because most of the NPC's, while formidable, aren't really that powerful in and of themselves. There are a few who will truly shine but I'm still wondering what level you'd be before you'd want to build one of your own.

Still looking for more input on those who've used the material and how you thought it went.
 

Continuing to look through.

Perhaps someone can answer my question here.

When looking at the Doom Striders, they have an ability, something like evasion or mobility to get out of the way of attacks. Am I missing it, or is this ability not actually defined in game terms?

When looking at the potential allies and enemies, it mentions that each one has a prefered Doom Strider. I've looked over the text several times and seem to be missing it. Any help there?

There were some other questions, but I've forgotten my pad with the page numbers and specifics on it so I'll just post this and see if anyone can help me out here.
 

JoeGKushner said:
Voadam, I agree with you on the hit point multiplier. That's one of the things I'm still trying to wrap my head around and that's because most of the NPC's, while formidable, aren't really that powerful in and of themselves. There are a few who will truly shine but I'm still wondering what level you'd be before you'd want to build one of your own.

Still looking for more input on those who've used the material and how you thought it went.

With the hit points this makes it more of a magiacally powered armor suit that is a pilot amplifier instead of a mecha that is the same toughness regardless of pilot. A kingdom would therefore reserve them for their powerful high level champions. A mad magitech inventor would probably not be a potent villain because they are not likely to have many hp unless they are a mad cleric of the FR god Gond the Wondermaker or something similar.
 

When going through it, I had some problems. Avoidance Systems has no game effects. (pg. 26-27)

Dragonscale costs are variable but not listed (pg 26)

Vampiric Translator on pg 42 is 600,000 gp and on pg 46, 60,000. I'd probably go with the latter.

Doom Strider groups are suppoed to have a preferred list of doom striders but I can't find it.
 

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