Welcome to Mecha Monday! Here we dedicate ourselves to mecha RPGs, wargames, and boardgames alike. Here we start games, tell campaign stories, share resources & assets, and seek advice for our games and homebrew.Assorted Mecha Goodness:https://pastebin.com/E2wi55AZEmbryo Machine Translation:https://drive.google.com/drive/folders/1r_cjOLuUp3HussVRhbQYU3G0zK6hwy1rLancehounds Homebrew:M3g4 folder/eMEBUbCL#kj2FRrlqTa-02U16XpnVRgPrevious Thread:>>96959074Question of the Thread:Following up on a question from the previous thread, what's your preferred method of leveling up and improving your mechs and characters?Thread Theme:https://youtu.be/cPg4cPGNPTQ
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As a relatively new Lancer GM, the level up system is interesting but pretty obviously limited. You can always give players extra long missions to challenge them and limit their progression, but after a while, it gets a bit formulaic where they just get a level after every set of missions.I saw in one of the splatbooks that there's a system to use money instead to buy licenses/gear and skill points, that seems interesting but I imagine a lot of people would just power through to an optimal build first and mostly ignore character growth itself. Are there any mech RPGs out there that make you spend money on ammo like the AC games? Something like that would make for a dynamic where you could keep some cheaper and lower tech options around for dealing with problems more efficiently to make more money for upgrades. It would probably make book keeping a pain in the ass though.
>>97092391Wish there were more STL's of stuff like this.
He’s back
are there any mecha RPGs that still give mechanical depth to the mecha themselves (part assembly is my main thing) while having a focus on the out-of-mech parts as well? i've been looking recently but all i've been able to find is mech autism simulators with implied diplomacy RP or diplomacy simulators with PBTA mechs
>>97096337Heavy Gear has both but it doesn’t have full part assembly