MECTech is my system for mech-based combat. Link to the rules that I'm about 80-90% finished with.>https://docs.google.com/document/d/18TSQCp5eVKER3ziEDW5p9t2OZtmEmE6v6lquue5elAg/edit?usp=sharingWhy make an entire thread?>Have enough content and questions to warrant it>Hope to get enough criticism/feedback to gain the inspiration to finish it within the next day or so>Main goal is just to talk about design philosophy with people>The board is slow Feel free to participate with questions or additions to any element of my system, or answers to questions that I ask. If you have your own design questions for TTRPGs, I'd be happy to give my 2 cents as well.First topic presented for review will be my take on general actions and action economy which I think is moderately unique
I don't really have any mecha based pictures so I'll just be using whateverPlayer Turns>Player turns consist of Full Actions, Quick Actions, Reactions, Free Actions>Full/Quick/Free actions are about what you'd expect.Reactions>Pick your reaction, roll a d20 to see if it's successful, perform the reaction and roll any additional dice required(example, if you need to make an attack roll)>Further separated into Delayed and Instant reactions>Can be performed by anyone involved in the current Sequence(of events) as long as there's a triggering action>Instant reactions happen BEFORE the triggering event concludes, while delayed reactions happen AFTER the triggering event>Each additional reaction in the same Sequence has a +2 to the number you have to roll in order for it to be successful>Only 1 of 5 pilot classes eventually gain the ability to have 2 reactions per turn instead of one>Multiple Reaction options can be taken at once and performed simultaneously, but ALL options need to be successful or none areReaction types(and their difficulty rolls based on what would be easiest to perform)>Activate MEC function(as in the pilot presses a button to use any installed shields or other special and limited resource) - 5>Block - 7>Dodge with Boosters - 9>Counterattack - 11Sidestep without Boosters - 13Some Sequence examples>Player 1 attempts to attack(triggering action) > Player 2 attempts to counterattack(Delayed Reaction#1) > P1 attempts to counterattack(Quick Reaction#2, occurs before Delayed Reaction#1)>P1 attacks an object that can't make a reaction > P1 attempts to counterattack(triggered by his first attack)The goals>More methodical combat that makes basic attacks feel like back-and-forths>gives players something to do and reasons to pay attention in between their turns
Flow of gameplayOne of the big goals I wanted to achieve was to make the player's pilot character, and the player's mech feel like 2 halves of a single unit. Which leads me to my idea for the general flow of the game, as far as I'm concerned.Out of MEC activity>sessions or missions or however else you'd want to separate gameplay would start with out of MEC activity>While out of combat, gameplay is more freeform with less rules>Pilot character 'health' is measured in Fate points>Fate points are used to perform activities, and you can lose more if you fail any attempts at something>Losing all fate points means your pilot character is contextually 'unable to fight' (which could mean they're unconscious, wounded trapped, etc)>The player can still participate in the MEC combat, but they'd have to play as some NPC substitute pilot with no bonuses>The general goal of out of mec activity is to gather data or otherwise make the upcoming MEC battle easierPilot and MEC abilities>MEC construction and loadout naturally determines what your MEC is capable of doing>Your pilot character's class determines what bonuses your character has when rolling to do anything while in the MEC>Simulation Experts gain bonuses to long distance sniping and sneaky actions, Bastions gain bonuses to defensive and supportive actions, etc.Combat features and quirks(since I have very limited playtesting these are more like design goals)>very potent offensive and defensive counters where the right equipment can make huge swings in difficulty>very lethal combat where most units would potentially be able to kill most other units in a single lucky turn
>>97231465Heeey, new original content, good for you, anon! Will check it out when I get back home from work.
>>97232291I knew if I talked to the wall long enough I’d get a response sooner or later.
I see one of you made a ton of grammatical corrections to my document. I’m gonna delete all those corrections after I make the edits just so the document isn’t so crowded looking.Bless your autism