TwinBahamut
First Post
That really isn't the route I intend to take, but I suppose it is fairly valid. Saying that powers are abilities of the mech would work really well for a classic "Super Robot" style game (where "Rocket Punch", "Shine Spark", or "Hell and Heaven" are powers), particularly since mechs and characters are inseperable in that sub-genre, but for a "Real Robot" style of game where the pilot's ability is distinguished from the mech, I don't think it works as well. I intend to build a system in which powers and stats entirely refer to the pilot's ability, and mech construction basically works like normal 4E equipment, so that you can equip a mech with a sword, but you can only use it if the pilot is proficient with swords and has sword powers. Of course, it does seem to be useful to have a few weapons that practically work as Encounter Powers in of themselves.I guess it was inevitable that I was not the only one who would think of how the 4e system could be made to work for mecha games. While I did not do a ton on thinking on it though, the only thing that really came to mind was that I would probably allow powers to be changed out during any refit or resupply, as they could often be described as special weapons instead of special powers.
Actually, I would perhaps ditch the class system for a mech system, and let people just use whatever non-mech powers they wanted.
This sounds identical to the basic premise behind the Star Ocean series of videogames. I like that premise.Cardboard Carnage said:Back in High School (AD&D Days) we did a short campaign (lasted a few months) where we had some sci-fi characters who went to the D&D world in a starship (think Star Trek) and the beamed down but were stranded there... We came up with stats for phaser pistols, and gave characters a hand held communicator device, but otherwise kept AD&D rules the same, so it was mostly the flavor... What we did, was started all of the characters at level 3 or 4 (it was low, but not 1st or 2nd level), and basically said that after spending some time on the D&D world, they had learned they had a talent for a certain class... for instance, the security officer became a fighter, the science officer became a mage (experimenting with magic), the doctor became a cleric, etc, etc...
Basically we just took the game and gave it a little fluff background and we were set to go.
I bet this would work even better with 4e because the system is so easy and streamlined...

I may have to put that idea on the shelf alongside the other campaign ideas I really want to run...