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Savage Battletech
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Darq666
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PostPosted: Sat Jun 23, 2012 9:42 pm    Post subject: Reply with quote

kronovan wrote:

There's an element to the whole Medieval veneer that does seem a bit silly to me. However, I do find this premise as stated in The Inner Sphere at a Glance to be very intruiging

In original Battletech (I started playing in the late '80's when I found some of the students I was student teacher for - playing this game at lunch), none of the inner sphere factions really had the capability to make Battkemechs. They were handed down from father to son over generations and were very scarce. Very few new ones were made and they were often put into circulation when a cache of Lostech was discovered someplace.

If you were lucky enough to be the offspring of someone who had a Wasp, you got the wasp and unless you captured another in battle (very rare) or were granted one by a benefactor state (very, very, very rare) you would never have any other Mech.

This is where the whole fuedal aspect came into play. A lance of Wasps was a HUGE power on a planet, it was a big deal when a lance fought another lance. Fiefdoms were associated with the individual Battelmech. So you got Dad's Wasp and became Barron of Munchkin IV.

Mechwarriors payed fealty up the chain to one of the four factions. It was a Feudal society. Mechwarriors are the knights of that society.
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kronovan
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PostPosted: Sun Jun 24, 2012 11:57 am    Post subject: Reply with quote

Darq I hear what you're saying. At first that aspect of the Medieval flavoring was missed by me, but the family heritage part of it became a bit more apparent as I read some of the sourcebooks. I'm much more comfortable with the Medieval elemant of the setting now and have in fact grown to really enjoy it.

For the setting, the ComStar sourcebook was what sealed the deal for me. There's so many elements of SciFi noir intertwined with that organization that I doubt I could ever put together enough adventures/mission to even get close to the bottom of it. Wink
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Darq666
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PostPosted: Sun Jun 24, 2012 12:21 pm    Post subject: Reply with quote

Personnally, I preferred the old school Battle tech, where Mechs were rare. A lot of times early games were around finding spare parts and working with what you had.
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Darq666
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PostPosted: Sun Jun 24, 2012 8:16 pm    Post subject: Reply with quote

So Peregry - really likin what I see so far, but have you considered making 'Mechs just big people and going all in with SW rules set? One of the things mechs share in common with people is they are very complicated systems.

Use the same rules for combat. They have armor, by location (covered in the rules), you have weapons stats you can extrapalate from with regards to figuring out armor and weapons - Cannons can be used to extrapalate auto cannons, as your base damage the M2HB is in the main rules.

The main rules cover the effects of damage to the overall system, targetting individual locations, etc. Take the healing rules, use Tech skills and make them repair rules.
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peregry
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PostPosted: Sun Jun 24, 2012 8:58 pm    Post subject: Reply with quote

We did consider that, but decided against it for a few reason.

The first is we like the way BattleTech handles damage and such, and much of the tough, walking tank feel of Mechs come from that damage system. We love Savage Worlds, but its damage system leads to more fragile, characters and very swingy, rather than steady, damage that often results in sudden dramatic kills rather than a grind down that often occurs with BattleTech.

The second is the amount of balance work that goes into all the various weapon systems. As it stands, BattleTech is pretty balanced, not perfectly mind you, but enough so that we would not be able to convert all the weapons in a balanced manner, especially when you consider figuring armor into it. Using the SW weapons as a base also leads to some ridiculous numbers. Modern tank guns in BattleTech are statted as being Light or Medium Rifles. Being generous we'll say a 120mm Cannon (5d10 damage, AP 68) is a medium rifles, which does 6 damage in BattleTech. This gives 1 BattleTech scale damage coming out to about 1d8 damage per point. So this means an AC20 has to roll 20d8. This means that resolving damage using a SW style system actually ends up taking longer due to the amount of dice being rolled. Its obviously impractical, and so we couldn't use SW numbers as a baseline, and instead we'd have to come up with our own damage scale. Where we then face even more complex balancing issues.
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Darq666
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PostPosted: Sun Jun 24, 2012 9:53 pm    Post subject: Reply with quote

I guess the question is did you want to do an RPG universe for Battletech or a combined RPG / Miniature game. If its the former, balance doesn't matter and combat can remain nebulous. If the latter then yes I see where you are going.

Keep up the great work!
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peregry
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PostPosted: Sun Jun 24, 2012 11:14 pm    Post subject: Reply with quote

We set out to do a combined RPG/Miniatures game from the get go, similar to how the MechWarrior RPGs published by FASA back in the day approached it (not sure if the new one does). Our group likes the tactical gameplay with its more concrete damage for Mechs, while more abstract damage for characters and feel it works out pretty well. Wink

Glad you're liking what you see, and feel free to ask design questions or give feedback.
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Darq666
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PostPosted: Sun Jun 24, 2012 11:42 pm    Post subject: Reply with quote

peregry wrote:
We set out to do a combined RPG/Miniatures game from the get go, similar to how the MechWarrior RPGs published by FASA back in the day approached it (not sure if the new one does). Our group likes the tactical gameplay with its more concrete damage for Mechs, while more abstract damage for characters and feel it works out pretty well. Wink

Glad you're liking what you see, and feel free to ask design questions or give feedback.

Would you be ok if I put together a companion for pure RPG?
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peregry
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PostPosted: Mon Jun 25, 2012 2:09 am    Post subject: Reply with quote

If you mean a pure SW conversion, I don't mind. If you want it included in the SBT documents in the optional rules section, I'll even integrate it, with you credited of course.

I think there may already exist SW mecha rules in one of the supplements, so I would suggest finding out and if they do use them as a starting point. No need to recreate the wheel, after all.
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kronovan
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PostPosted: Mon Jun 25, 2012 10:20 am    Post subject: Reply with quote

Darq - I briefly attempted Mecha as characters in my Inteface Zero setting, but reverted back to the SW vehicles style mechs in the setting rules' due to my players not caring for the character approach. I think vehicles as characters works well for spaceships (I've experimented using Chaosmeister's Savage Space rules), but not that well for Mechs. If you want to create Mecha that use the Savage World rules for vehicles, I'd recommend using the examples in Clint Blacks Basic SW Mecha Rules doc at savageheroes.com or the technique in the Sci Fi Gear Toolkit.

As to not using some BattleTech rules in a SW conversion; I'm not sure there's that big of an audience for it. Since getting into the BT tabletop and exploring SBT, I've participated in a number of threads with fans discussing the different MechWarrior RPGs. Those threads were on the official BT forums as well as on RPG.NET site, so not just current fans. A recurring theme in all of those threads was that fans liked 2 different scales and they all liked some BT crunch. At the same time, there were a lot of comments that using standard BT rules (and the adapted rules in most of the MW RPGs) for mech combat scale bogged things down. It was almost a unanimous consensus that pure BT (or something very close) rules within a RPG was far too slow and crunchy to support the fluidity of an RPG adventure. I think you have to take an approach like peregry and his team have, where you balance some of the crunch of BT with the better elements of Savage Worlds like movement and the combat to-hit game mechanics.

As to having PCs and mechs on the same scale (not sure if you're inteding that) its far trickier than it at 1st seems. Even in Interface Zero where mechs are much smaller and far, far less powerful than BT 'Mechs, they seem truly omnipotent when placed amongst PC's. As a GM you either have to put every PC in a mech (very tricky in that setting due to costs, backgrounds and potential NPC retaliation) or be very careful how you structure the action sequences in adventures. From what little exploration I've done in putting together some SBT adventures, I can say its far easier to handle the transition to a different scale for adventures in which MechWarrior PCs mount up.

Anyhow, just my own 2 cents.

[Edit] BTW, I'm with you on the earlier periods in the BT canon - or at least the earlier part of the 31st century. My campaign is going to begin in the late 3rd Succession War (starting 3020) and run to the War of 3039. I'm still not sure what house PC's will be in, but Im leaning towards Davion or Kurita - favoving Kurita so I can involve the Ronin War and the Free Rasalhague Republic. In particular within that timeframe, I find the years around Tiepolo's reign as ComStar Primus to be very dark and interesting. I'm defnititely going to have some ComStar draconinan antics figure into some of my adventures. Wink
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Darq666
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PostPosted: Mon Jun 25, 2012 2:25 pm    Post subject: Reply with quote

Can you ellucidate on why it didn't work well? I would be interested in what pain points you ran into.

With regards to the setting, I think one of the big roleplaying factors missing from "Neo-Battletech" is the irreplaceability of mechs, ammunition and components. I don't see anyone these days ceding the battlefield to avoid trashing their irreplacable mech or scavanging battlefields for ammo. Those were the good old days!
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peregry
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PostPosted: Mon Jun 25, 2012 3:11 pm    Post subject: Reply with quote

Darq,

Hate to break it to you, but the days of BattleMechs being completely irreplaceable was gone back when the game first became known as BattleTech, rather than BattleDroids. Wink Canon wise, the Great Houses could build repair parts and ammo with impunity (I'd never heard of ammo being in short supply before, merely Mechs) throughout the entire history.

Anything else that you've heard was, quite simply, wrong.* ;p

From a design standing point, we've been trying to ensure that everything within the system we can convert, is converted. To our playing, we're actually playing through the game's history, though our campaign started in the mid-3040s and we're in the original Clan Invasion right now. The Clans are a great antagonist from a GMing perspective, so long as they perceive the PCs as honorable opponents they will only attack with a force just good enough to threaten, but not enough to overwhelm the PCs. This is the opposite of the Great Houses, who once a group becomes a sufficient threat will simply unload overkill and be done with it.

---------------------------
* In regards to BattleTech canon, newer ALWAYS trumps older unless you're dealing with a 3rd person omniscient viewpoint (ie novels). Most source books, especially those with a lot of setting fluff, are actually considered to be written "in universe" and subject to the in universe publisher's limited knowledge, or just flat out misinformation. In fact, one of the reason the earlier source books paint the Inner Sphere as worse off than it actually was was because ComStar wanted it to look like that in an effort to undermine the Great Houses.
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Darq666
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PostPosted: Mon Jun 25, 2012 7:50 pm    Post subject: Reply with quote

Battletech, first edition wrote:
Only the most technologically advanced planets can manufacture them, and few planets have any major technological base left. The Succession Wars have devestated the industry of the Inner Sphere, and 'Mech fatalities have almost exceeded the total output of new 'Mechs and spare parts. Battlefield salvage and Star League supply depots have become major objectives in the Succession Wars.

Now granted I may have run with this a bit, but I seem to remember the early novels: pre-Clans agreeing with this interpretation. I seem to remember some Comstar shanannigans where they were hiding the tech and controlling the political clime with judicious release of parts.
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peregry
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PostPosted: Mon Jun 25, 2012 9:37 pm    Post subject: Reply with quote

That was definitely the status quo in 3025, but things had picked baxk up in time for the 4th War.

Basically the 1st and 2nd Succession Wars were total war with Star League era weapons (and WMDs in the 1st War). The 3rd, which lasted the longest, was at the lower level intensity, and by the end of it Mechs had been teched down and were becoming more rare. The Helm Memory Core and NAIS began reversing the, seeing the return of full scale troop movement in the 4th War and then the reemergence of some tech in the War of 3039. It was not until after the Clan Invasion the Inner Sphere had gotten, militarily tech wise, to the same level as the Star League.

ComStar never sold tech, as far as I remember, except when they sold the Dracs Star League era mechs in the lead up to the War of 3039, and that was purely a move to spite Hanse Davion and the fledgling Federated Commonwealth. Other than that, if they had it, they kept it. Of course, perhaps they did sell things occasionally and we never heard about it, they kept the records after all...
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kronovan
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PostPosted: Tue Jun 26, 2012 12:25 pm    Post subject: Reply with quote

Darq666 wrote:
Can you ellucidate on why it didn't work well? I would be interested in what pain points you ran into.


Sure... its a fairly complex discussion so I'll try to keep it simple, but I'll probably fail. Confused Bottom line, with mecha (Golemmechs in Interface Zero) as chacacters we found it sucked the mecha out of the setting. With the mecha having their own traits, playing them became more akin to a super powers or Fantasy setting where you're battling with your omnipotent summoned companion.

I used 2 differents systems. Initially I just treated them as WC's and used the construct rules as per SWD. I handled everything as per standard characters but kept vehicular ACC/TS, gave them d12+1 base strength and of course they had Heavy Armor that began at a base of 20(5) and upgradable. I tried using character pace briefly, but it really didn't fit the IZ setting at all. The result was truly a powerful entitiy, but playing them was more like playing Mechaton; your summoned, bad-ass construct.

the 2nd was a mecha variation of Chaosmeisters' Spaceships as Characters (Savage Space) system. In that system the 5 base attributes define much of a spaceship, so I adapted it to mecha. In IZ there's a matrix of 11 different variable systems that define a mech, with most of those conferring a bonus to a piloting PC's skill and some a penalty to a NPC's skill. So using the Savage Space model I linked those systems to a base attribute and made them upgradable by increasing the attribute type. While others -still linked to an attribute- could only be enhanced through parts upgrades. All attributes start at a die level of d4 just as in standard SWD character creation. Something to note about IZ golemmechs, is that they would sit somewhere between BattleTech Body Armor and Light 'Mechs.
So...basically what it broke down to was:

Agility: base ACC/TS, Anti-Accident system (base +1 to piloting for emergency manuevers), Targeting Computer (base +1 shooting)

Smarts: Vehicular Control Interface (VCI-Ring), GPS (base +1 survival), Commlink (base -1 hacking), Alarm System (base -2 lockpick), Sensors (base +1 notice)

Spirit: Life Support (base 8 hours, max 24 @d12)

Strength: # of upgradable slots, Damage rating for hands (base of D12+1)

Vigor: Structural toughness (base 15, max 25), # of Wounds (base 3, 4@d8, max 5@d12), Radiation Shielding

The ACC/TS (engine), VCI-Ring, GPS, Commlink, Life Support, Structural toughness and number of wounds were all treated as integral parts of the mech and consequently they could be improved with an attribute increase. All the others could only be enhanced via parts upgrades, with the linked attribute providing a bonus via a lower cost (the higher the cheaper.) A good thing because stuff is damn expensive in IZ. Strength was critical as it not only increased hand/melee damage but also the number of slots that allowed other parts to be upgraded or added - all weapons take up 1 slot. I was told by the setting creators that the golemmech's wouldn't be capable of kicking motions, so that why its not factored in. The Heavy Amor penetration prevention could also only be increased via armor upgrades.

Meanwhile the mech's/golemmech's Shooting, Piloting, Fighting, Notice, Stealth and Climbing skills were all standard character skills, with the exception that stealth required a stealth unit installation to be available and climbing was linked to Strength. Golemmechs can't jump in IZ so that wasn't a worry. I didn't go as far as mecha/golemmech hindrances and edges, but it would have been very easy to add them. There's quite a bit more to it than that (such as intial build points) but hey I can't type forever. Wink

The result of the 2nd approach were mecha that still seemed like a sophisticated combat mech, but the flavor of them made them feel a bit too advanced for the setting; IZ is Earth 2087. The plus of this was it did allow some fun fighting in golemmech Vs golemmech situations, but its hard to provide that often in IZ scenarios. And you can't easily shift scale in IZ like in SBT. The 2nd technique did help a bit with preventing the mecha from feeling like they'd been completely sucked out of the setting, but ultimately players wanted their PC's skills to drive the actions of a mecha and this still didn't provide that. In the end I just tweaked the base IZ golemmech system (which does have quite a few holes) and my players were much happier with that.
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Darq666
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PostPosted: Tue Jun 26, 2012 3:41 pm    Post subject: Reply with quote

Thanks for the detailed reply!
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kronovan
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PostPosted: Tue Jun 26, 2012 5:36 pm    Post subject: Reply with quote

Darq666 wrote:
Thanks for the detailed reply!


NP, hope it was helpful.

Something I don't think I explained too well in my last post, is exactly how I felt mehca as characters sucked the mecha out of the setting. There's actually 3 points; 1) as already mentioned, it makes mecha feel too much like you're battling with a 20 ton, summoned behemoth; 2) For a Hard SciFi setting (which I consider both BT and IZ to be) it diminishses a lot of that cool flavoring and interesting tech; 3) It detracts to some extent from roleplaying, as the consequences/challenges of being in mech battles gets relegated to the design and skill of the mechs as opposed to the PC's strengths and weaknesses.

It was the 3rd point that was the biggest complaint amongst my players, hence their desire to really have their PCs driving golemmechs. In terms of the impact on hard-sci tech; despite best intentions and attention to detail, you lose some of it when you have mecha as characters. Trying to maintain it all results in mecha characters being too complex. Contrast that to SBT where you keep all the grind, crunch, nuts & bolts and myomer bundles of BT's 'Mech construction technology. IZ is less hard-sci than BT, but even with it there were detractions; i.e. the VCI-Ring really became a purposeless piece of equipment with golemmechs as characters, whereas it's a major boon for PC pilots.

Where I think mecha as characters can fly well is in Pulp SciFi or Weird Science settings. So for those cool, wheeled Hailfire Droids in Star Wars II or those retro, radio controlled mecha in Sky Captain the World of Tomorrow, the rules I adapted from Savage Space could work nicely.


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Darq666
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PostPosted: Tue Jun 26, 2012 8:53 pm    Post subject: Reply with quote

I don't think I explained correctly where I want to go with this (of course I'm not sure exactly where that is so...). I don't want to treat the mecha as characters, per se. I want to handle combat and movement like character combat and movement, not vehicle combat and movement.

Player A in his Warhammer shoots a dual PPC shot at a Marauder. Player A makes a ranged attack using his Mech Shooting skill instead of his shooting skill. Everything else works as normal.

The Marauder has armor and a Toughness (though they will be much bigger than normal characters (like 50)) and the PPC does damage of 10d20 (MG does 1 point (2d10 for M2HB) and PPC does 10 points damage (Which scaled up to match the M2HB would be 20d10, which I took the liberty of changing to 10d20 - same upper limit, more damage likely). Then go on as normal.

Mechs can be shaken and incapacitated, managing damage without getting into all the fiddly minutia, they can recover as the Pilot overrides burnout systems etc - you can do a lot with the narrative! Injury table represents systems knocked out by location.

I picture applying healing / medical rules, using Astech skill, etc. So you don't need to track the specifics, just generalizations - The left arm is out.

My thoughts are this allows more role play, less crunching.
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peregry
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PostPosted: Wed Jun 27, 2012 1:26 am    Post subject: Reply with quote

I'm not sure how abstracting damage will enhance RP, I also think that your idea might actually be slower than what we use in SBT. The only thing that it sort of allows is a more seamless transition between normal SW and Mechs.

As to speed, let us consider the attack scenario you presented, that of a single PPC attack.

Step 1 is to roll the attack roll, this is the same Gunnery vs TN. This is quick and painless, so long as everyone knows their TNs.

Step 2 in SBT is to determine hit location. 2d6 and consult a table doesn't take long (moreso if you have a hit location roller app like we use). This is probably the biggest slowdown in SBT, but not where a single big hit weapon is concerned.

Step 2 for you is Roll Damage. For small weapons this won't be bad, but for the PPC with 10d20 this will take quite a bit of time.

Step 3 for SBT is apply Damage to location.

Step 3 for you is apply Damage vs Toughness.

Step 4 for both is determine results of Damage, deal with "Wounds" or Criticals. I have no idea how these would compare. In SBT this can be as quick as "nothing/not happening" to quite a while due to resolving crits, using bennies to "Soak" etc. I imagine this could also be as quick as the similar nothing of SBT or a long drawn out process.

Please don't think I'm trying to discourage you or criticize the idea, rather I'm just trying to point out complications and am curious your opinions of things.
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Darq666
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PostPosted: Wed Jun 27, 2012 8:40 am    Post subject: Reply with quote

1) You don't have two sets of rules (Biggest reason)
2) You don't have to track armor in 10 locations
3) You don't have to track damage in 10 locations
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