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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 9281023" data-attributes="member: 27780"><p><strong><u>Dungeon/Polyhedron Issue 95/194: Nov/Dec 2002</u></strong></p><p></p><p></p><p></p><p>part 8/10</p><p></p><p></p><p></p><p>Characters: Since they’re using a D20 modern base, they can skip the core classes, spend half a page on how existing advanced classes from the corebook integrate into a mecha campaign, and get to the new advanced classes fairly quickly. We get six of them. Mecha Shock Trooper, for people who rely on the raw force of their mech to solve problems in a violent way. Mecha Ace, for people piloting a flying mech that prefer to use speed and agility to win. Cyborgs, which obviously gain a new implant with most levels, at the cost of their ability to relate to normal humans. Weapon designers, which aren’t glamorous but make everyone on the team more awesome with a bit of prep time. Sleeper Agents, a particularly specific and complex class that you should use with caution, for switching loyalties due to post-hypnotic suggestions can be disruptive to a group, but they do have some cool powers even they don’t consciously know about. And Wing Captain, the man with a plan (and a mecha, stars and spangles painted on it optional) who can give the rest of the team buffs with their sound tactical advice. So it definitely seems like they’re encouraging a campaign model where not all the PC’s are pilots and there’s more going on with the worldbuilding outside the giant monster battles, with not everyone getting to contribute every scene. Good thing you have free multiclassing so you can mix and match these if you want ones that can do both piloting and human scale stuff decently. The release of D20 Modern has definitely improved their benchmarks for things like action points and progressions of saves, defence, reputation, etc, which integrate much better with the ones from the books, but if you don’t like the high crunch simulationist design it still won’t be fun for you. The new feats similarly have quite a few tax ones - you’ll beed to purchase both Mecha Operation and Mecha Weapon Proficiency before you’re fully competent inside a cockpit and can think about focussing on more specific ones to do cool things. Starting characters off at 1st level will mean it’ll take quite a few sessions before you can really do the mecha part of the game justice. Probably best to start at 4th if you want to get going straight away.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 9281023, member: 27780"] [b][u]Dungeon/Polyhedron Issue 95/194: Nov/Dec 2002[/u][/b] part 8/10 Characters: Since they’re using a D20 modern base, they can skip the core classes, spend half a page on how existing advanced classes from the corebook integrate into a mecha campaign, and get to the new advanced classes fairly quickly. We get six of them. Mecha Shock Trooper, for people who rely on the raw force of their mech to solve problems in a violent way. Mecha Ace, for people piloting a flying mech that prefer to use speed and agility to win. Cyborgs, which obviously gain a new implant with most levels, at the cost of their ability to relate to normal humans. Weapon designers, which aren’t glamorous but make everyone on the team more awesome with a bit of prep time. Sleeper Agents, a particularly specific and complex class that you should use with caution, for switching loyalties due to post-hypnotic suggestions can be disruptive to a group, but they do have some cool powers even they don’t consciously know about. And Wing Captain, the man with a plan (and a mecha, stars and spangles painted on it optional) who can give the rest of the team buffs with their sound tactical advice. So it definitely seems like they’re encouraging a campaign model where not all the PC’s are pilots and there’s more going on with the worldbuilding outside the giant monster battles, with not everyone getting to contribute every scene. Good thing you have free multiclassing so you can mix and match these if you want ones that can do both piloting and human scale stuff decently. The release of D20 Modern has definitely improved their benchmarks for things like action points and progressions of saves, defence, reputation, etc, which integrate much better with the ones from the books, but if you don’t like the high crunch simulationist design it still won’t be fun for you. The new feats similarly have quite a few tax ones - you’ll beed to purchase both Mecha Operation and Mecha Weapon Proficiency before you’re fully competent inside a cockpit and can think about focussing on more specific ones to do cool things. Starting characters off at 1st level will mean it’ll take quite a few sessions before you can really do the mecha part of the game justice. Probably best to start at 4th if you want to get going straight away. [/QUOTE]
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