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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Mecha in 4E
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<blockquote data-quote="Aeric" data-source="post: 4800761" data-attributes="member: 17012"><p>Fissionessence: I am going to give the pilot an armor check penalty that also affects attack rolls, initiative, and reflex defense. -5, perhaps? </p><p></p><p>The mecha are Huge, and they have their own AC and hit point total independent of the person piloting it. Once the pilot becomes attuned to the mecha, he will be able to modify the HP total by using his own, but he will also take a percentage of the damage the suit suffers as a result. The attunement will also remove the armor check penalty, and it is a prerequisite for casting spells through the mecha.</p><p></p><p>Nytmare: Good question. The rough draft of the mecha is a level 15 solo, but I may drop it down to 12. As mentioned earlier, these things are Huge, and are designed to be used as mobile siege engines. Infantry is of little use against them, so I may give the suits damage resistance as well.</p><p></p><p>Sigurd13: A mixture of #2 and #3, but mostly #2. The first few sessions will mostly involve the PCs running away from the invading army's mecha, followed by an adventure designed to get their hands on one (or more) of the mecha, after which point it will be mostly man-vs-man or mecha-vs-mecha. This is D&D, however, so I expect that the PCs will reach a certain level where they can feasibly take on one or more of the grunt-level mechs without having to get into their own suits.</p><p></p><p>Hope that answers your questions, guys. Thanks for giving this so much thought!</p></blockquote><p></p>
[QUOTE="Aeric, post: 4800761, member: 17012"] Fissionessence: I am going to give the pilot an armor check penalty that also affects attack rolls, initiative, and reflex defense. -5, perhaps? The mecha are Huge, and they have their own AC and hit point total independent of the person piloting it. Once the pilot becomes attuned to the mecha, he will be able to modify the HP total by using his own, but he will also take a percentage of the damage the suit suffers as a result. The attunement will also remove the armor check penalty, and it is a prerequisite for casting spells through the mecha. Nytmare: Good question. The rough draft of the mecha is a level 15 solo, but I may drop it down to 12. As mentioned earlier, these things are Huge, and are designed to be used as mobile siege engines. Infantry is of little use against them, so I may give the suits damage resistance as well. Sigurd13: A mixture of #2 and #3, but mostly #2. The first few sessions will mostly involve the PCs running away from the invading army's mecha, followed by an adventure designed to get their hands on one (or more) of the mecha, after which point it will be mostly man-vs-man or mecha-vs-mecha. This is D&D, however, so I expect that the PCs will reach a certain level where they can feasibly take on one or more of the grunt-level mechs without having to get into their own suits. Hope that answers your questions, guys. Thanks for giving this so much thought! [/QUOTE]
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Mecha in 4E
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