Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
[Let's Read] Polyhedron/Dungeon
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="(un)reason" data-source="post: 9282133" 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 9/10</p><p></p><p></p><p></p><p>Building a Mecha: They completely separate the mecha building system from the wealth one, both for fairness sake so a team can be built using the same point totals without random rolls, and because mecha are usually so expensive that you need the backing of the government or some secret society to afford them at all. (although the concept of a cyberpunk game with jury-rigged mecha fighting against The Man does have a certain appeal, but that would need some DM work.) Despite citing Iron Man as an influence earlier, they don’t include rules for human sized power suits, with mechs ranging from Large to Colossal size categories, each increasing the number of body slots you have available to add more gadgets, but also the cost of each thing you add. The number of points gets very large, with some individual options costing tens of thousands of build points, but that’s ok because you’re expected to have hundreds of thousands to spend by the time you hit 20th level. So i’m not sure how balanced everything is without playtesting, but there’s definitely more than enough granularity to do a lot of fine-tuning of the numbers if you were to play it and then tweak it based on how things tuned out. This continues the general design decision of going for a fairly high crunch approach, as far as is possible within their limited page count. It might actually be a mercy that they didn’t have more room then. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p></p><p></p><p>Running Mecha Crusade: After all that extra time in character creation figuring out what kind of mech you’re going to have, the extra rules for action scenes are surprisingly light, at a mere 6 pages. Combat works pretty much as normal, only with bigger numbers. Usually, damage will only affect the mecha until it’s destroyed, but on a critical hit the pilot might take some as well. Flying works differently in an atmosphere or space, so watch out for the tweaks to the manoeuvrability rules. If you have fast reactions you can shoot enemy missiles out of the air before they hit you, which is pleasingly dramatic. If more than one person is piloting the same mecha, you can get extra attack options as long as they’re each operating different weapons systems, or you can use the aid another action as usual to give +2 bonuses to movement and defence. If you want to go full Transformers, you might have a set of mechs designed to combine into a bigger, more awesome one. All of these rules are pretty simple and shouldn’t slow down the action any more than regular 3e, maybe even less because all the numbers are precalculated and you don’t need to worry about stacking buffs going on and off mid combat the way you would with high level D&D spellcasters. If you can have fun battles with regular 3e, you can almost definitely manage it with these extras.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 9282133, member: 27780"] [b][u]Dungeon/Polyhedron Issue 95/194: Nov/Dec 2002[/u][/b] part 9/10 Building a Mecha: They completely separate the mecha building system from the wealth one, both for fairness sake so a team can be built using the same point totals without random rolls, and because mecha are usually so expensive that you need the backing of the government or some secret society to afford them at all. (although the concept of a cyberpunk game with jury-rigged mecha fighting against The Man does have a certain appeal, but that would need some DM work.) Despite citing Iron Man as an influence earlier, they don’t include rules for human sized power suits, with mechs ranging from Large to Colossal size categories, each increasing the number of body slots you have available to add more gadgets, but also the cost of each thing you add. The number of points gets very large, with some individual options costing tens of thousands of build points, but that’s ok because you’re expected to have hundreds of thousands to spend by the time you hit 20th level. So i’m not sure how balanced everything is without playtesting, but there’s definitely more than enough granularity to do a lot of fine-tuning of the numbers if you were to play it and then tweak it based on how things tuned out. This continues the general design decision of going for a fairly high crunch approach, as far as is possible within their limited page count. It might actually be a mercy that they didn’t have more room then. :) Running Mecha Crusade: After all that extra time in character creation figuring out what kind of mech you’re going to have, the extra rules for action scenes are surprisingly light, at a mere 6 pages. Combat works pretty much as normal, only with bigger numbers. Usually, damage will only affect the mecha until it’s destroyed, but on a critical hit the pilot might take some as well. Flying works differently in an atmosphere or space, so watch out for the tweaks to the manoeuvrability rules. If you have fast reactions you can shoot enemy missiles out of the air before they hit you, which is pleasingly dramatic. If more than one person is piloting the same mecha, you can get extra attack options as long as they’re each operating different weapons systems, or you can use the aid another action as usual to give +2 bonuses to movement and defence. If you want to go full Transformers, you might have a set of mechs designed to combine into a bigger, more awesome one. All of these rules are pretty simple and shouldn’t slow down the action any more than regular 3e, maybe even less because all the numbers are precalculated and you don’t need to worry about stacking buffs going on and off mid combat the way you would with high level D&D spellcasters. If you can have fun battles with regular 3e, you can almost definitely manage it with these extras. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[Let's Read] Polyhedron/Dungeon
Top