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>Why your own thread?
Because I dont' want to hijack another thread talking about it. The board is slow enough it shouldn't cause you any problems

>What's MECTech
It's a ttrpg I've brainstormed a while back, keep putting on the backburner for a while, and then coming back to it

>What's new?
Always had difficulty getting people to playtest for me. I don't got the chops to be a good DM. So I'm experiementing with running through a campaign with some characters and playing with myself as if it's a group at a table just to illustrate the general feel and flow of gameplay.

>Link to the ever-updating rulebook
https://docs.google.com/document/d/18TSQCp5eVKER3ziEDW5p9t2OZtmEmE6v6lquue5elAg/edit?usp=sharing

>Link to the youtube video of my playing with myself
https://www.youtube.com/watch?v=RhaPBs4_5LA&t

The real value I get from these threads is that the pressure of being called a dumb faggot and potentially having to defend my ideas after presenting them really gets the creative juices flowing.

The first topic will be energy damage and energy weapons
>>
There’s two types of damage: physical(maybe I should call it ballistic?) and energy. Each has its own form of damage reduction. Energy damage reductions works as follows

>equip a small/medium/large energy field that effects a specific amount of damage dice thrown at you
>normally, energy fields halve the amount of each damage dice
>you can also choose to set your energy field to a specific frequency(d4-d12)
>if your energy field matches the damage die of the weapon damaging you, it negates the damage instead of halving it

Originally I only had like 3 energy weapons and then I realized that’s just not enough so I’ve been brainstorming more weapon ideas. There’s gotta be at least one for each die size since you can set the frequency to match them.
>>
From the quick glance I read I felt like I was reading Heavy Gear.
>>
Mecha Monday is just down the hall. Come home, white man.
>>
Power armor can do everything mecha can, but better.
>>
>>98089645
Is this a compliment?

>>98089744
It’s a nice place and I appreciate it. But like the OP says, I don’t wan to take it over talking about just my own system and I’ve got a thread’s worth of thoughts to post with a little bit of interaction to push me through it.

>>98089824
Power armor is cool. But a core aspect of mecha that makes it mecha is being able to swap out and destroy limbs and other parts as far as I’m concerned.
>>
>>98089603
Equipment Grades
>grade-D - joke equipment that's extra cheap and extra weak for desperate players and weak NPCs
>grade-C - the 'standard' power level of any piece of equipment. when initially creating your MEC, you can choose these parts for free.
grade-B - more powerful parts that would still be used by 'normal' fighters
grade-A - parts so powerful they would be used by "hero" or "final boss" type mechs that would mow through most or multiple enemies at once with ease
grade-S - end-game parts that act as the final goal for players

Every individual weapon/equipment also has a flavor blurb just to help build a mental image.

>D4 weapons

Beam Soaker grade-D
>'Nicknamed the beam soaker because of the way most of the energy splashes off of any surface it hits'
>2d4 damage, 5(10) range which is relatively short
>special effect that inflicts an attack roll disadvantage

Taser Gun grade-C
>gotta think of a blurb but it's obviously based on the halo plasma pistol
>1d4 damage, with moderate range
>attack speed would be quick, allowing it to potentially be fired more frequently and as counter attacks
>has a special effect that allows you to fire it as a slow attack
>slow attacks give the target a guaranteed chance to make a reaction against it
>if the slow attack hits, the damage is modified as 6d4, but each die can only deal 1 damage, meaning it does minimal damage, but eats through energy field batteries faster than any other gun.
>>
>>98089603
calling it physical not ballistic makes it easier to swallow non-bullet attacks being that type, eg high explosive shit might be physical.

with damage types I find giving as broad a name as possible generally makes it easier to keep only a few. A disclaimer that "ballistic means anything physical" is easy enough but you know what players are like for not reading the fuckin' rulebook.
>>
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>>98090199
Yea I think you got a point there. ballistic might have a better vibe to it, but physical is more understandable. and also more accurate for melee weapons.

>D6 weapons

Laser Saber
>4d6+4 damage
>Standard energy-based melee choice
>might split it up into 2 versions - a stronger one that acts like a light saber, and a weaker one that is plugged directly into your MEC
>the weaker one has the pro tactic of being paired with a certain modification you can equip to your MEC and thus power up the saber to be stronger

Light Gun
>3d6 damage
>very short range(3-6 spaces) but uniquely functions as an energy-based shotgun
>all shotguns and this gun gain a free level of advantage on attack rolls
>flavor blurb would be something like 'originally a failed prototype of a new rifle as the energy immediately dispersed outside of the barrel, but MEC pilots were quick to see the benefits'
>>
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One aspect of balancing is that the larger die-size weapons aren't NECESSARILY supposed to be doing more damage. The main advantage is that the larger die-sized weapons have a bigger chance to critically damage or destroy parts if they trigger a critical hit.

>D8 weapons

Light Rifle grade-C
(thinking about it, I'm going to rename light gun and keep this one. This is the standard energy-based rifle. in direct comparison to the Heavy Rifle which is the standard physical-based rifle. Get it? Cuz heavy refers to the weight and size, but light actually refers to the laser beam. I think it's kinda funny)
>2d8 damage with long range(8-24)

>D10 weapons

Ricochet Lightning Cannon grade-B
>rebalanced to 1d10
>pretty short range of 3-6
>special property of bouncing to up to 4 individual targets if they're all adjascent to eachother

Nova Shell grenade grade-C
>3d10+1
>throwable bomb that gives targets a guaranteed chance to react
>strong and reactable is standard to most types of explosives


>D12 weapons

Golden Gun grade-A
>6d12 with medium range
>special effect of short circuiting all MECs within a 2-space radius(like a paralysis effect)

Abatement Scythe grade-B
>1d12+3
>2 handed melee weapon with the niche of having the highest damage die for the highest chances of destroying parts
>>
And now here’s something I need to mull over.

Attack speeds.

My system revolves pretty heavily around the reaction system.

>something happens on anyone’s turn that is caused by you or targets you? Take a reaction

Theres 3 attack speeds that play off the reaction system quick and slow are easy but I can’t quite decide on the medium or “Heavy” attacks.

Quick attacks(knives, pistols)
>CAN be used as reactions to counterattack
>Reactions occur AFTER quick attacks resolve

Slow attacks(explosives and oversized weapons like MEC sized greatswords)
>CANNOT be used as reactions
>reactions occur BEFORE the attack is resolved(and after its declared, for clarification)

Heavy attacks are meant to be in between the two for weapons like 2-handed swords and heavy rifles. I’m on the fence between

>CANNOT be used as reactions to counterattack
>roll a d20 for your reaction and assuming it’s successful, the higher roll between the reaction roll vs the attack roll is what gets to occur first
>I like the chance involved, but this might be too much crunch for a system that is already close to having too much

Or

>CANNOT be used as reactions to counterattack
>reactions occur AFTER heavy attacks resolve
>simplified version for more streamlined gameplay and less crunch
>>
A key part of the mecha genre are the pilots. I know a lot of people would prefer exclusive focus on the robots, but if you ignore the pilots, then the setting almost turns into power armor or androids. Can't have the mecha without the pilot.

My system is designed to function in two parts. Part TWO is the mecha combat. But before part TWO, part one is the pilot activities.

PILOT ACTIVITY
>pilot Activity revolves around reconnaissance and pre-battle mitigation
>pilots might be tasked with finding and talking to the right people to learn about the enemy MEC team they're about to fight
>Infiltrate some headquarters and sabotage the security systems so they can only deploy half their forces when you show back up tomorrow in your MECs

>"Health points" for pilots are represented by Fate Points, which are a vague mix of physical fatigue, mental exhaustion and luck
>Challenges require you to roll a d20 to pass them
>Passing a challenge(like kicking someone's ass in a bar fight) might still be a little tiring, so you still lose 1 Fate point
>Failing a challenge reduces Fate by 1d4 or 1d6(losing a bar fight sucks, but assuming you still have Fate left over, you're still able to pilot your MEC
>If you lose all your Fate before the MEC battle, your pilot is unable to fight, and for the player to participate, they'd have to use a generic NPC with huge disadvantages(get in the robot shinji)
>for small groups, I'm trying to think of a system where players can choose a couple of NPC crew members to tag along with them and help with challenges but that idea still needs some time to cook
>>
FATE POINTS IN MEC COMBAT
If you have any Fate points left over you need to protect them or you can choose to use them up

>Dropping to 0 fate points results in an immediate MEC explosion, instant character death, total MEC destruction, no Heero Yuy.
>Critical hits on parts occur, potentially damaging and destroying parts
>If a critical hit occurs on a part(like a right arm) that is already destroyed, the critical hit damage instead targets your Fate Points
>Certain weapons like flamethrowers target your fate points directly

>You can use 1d4 fate points to give yourself another reaction, a level of advantage or force a level of disadvantage on an attack targeting you
>>
PILOT CLASSES
There's 6 pilot classes that i'll go into more detail individually. Each one has a list of passive skills and active skills that encourage and facilitate certain playstyles. There's no levels, but exp is earned through missions(as far as I've planned, DMs can do whatever they want obviously) and used to gain new skills

SIMULATION EXPERT
For sniper, rogue and mage archetypes mostly

Starting skills
>Steady Aim - +1 to all ranged attack rolls
>Lv. 2 Poise - Gain advantage on all poise checks

Learnable skills
>Brittle Perfection - Gain 1 level of advantage on all ranged attack rolls, BUT if health is below 100%, gain 2 levels of disadvantage on all ranged attack rolls
>Cockpit Familiarity - Gain advantage on reaction rolls to use a MEC function
>Elaborate Preparation - Gain advantage on all reactions when using the Preparation Action(trade your main action to gain 1 level of advantage on reaction rolls until your next turn)
>Spontaneous Reboot - All manfunction durations are reduced by 1 turn
>Precision Strike - When making a targeted attack(Take 1 level of disadvantage on an attack roll to guarantee crit damage on a specific part), if crit damage does occur, roll 2 dice instead of 1
>Fatal Intuition - When making an attack roll with advantage and triggering a critical strike, you can CHOOSE which MEC part to target based on the dice, rather than only the highest roll
>Overwatch - Use a Quick Action to target a 3 space AoE within your weapon's range. You may use a reaction to attempt a counterattack against any enemy who moves into, ends their turn in, or makes an action in that AoE even if your weapon's attack speed is Heavy.

The theme of the simulation expert is definitely 'better ranged attacks and MEC functions, but with health penalties.
>>
I was going to post the battle veteran class which is supposed to be the jack of all trades sort of option but then I realized that half the skills needs an overhaul.
>>
Bump
>>
>>98094988
Take all the time you need. We need more people like you on this board!
>>
>>98089432
>break blade
Fuck I loved this show, shame it got canned.
>>
>>98089432
>>98104785
Funny thing is, I'm about to start reading the manga.Hope it is good
>>
>>98104847
The Manga has some great fanservice.
>>
>>98089432
Any advice for creating original TTRPGs please?
>>
Midnight bump
>>
>>98104895
I should check it out myself then, thanks.
>>
some important questions:
Are there generic grunt suits?
If so, what are their loadouts and what do they look like?
Can you make a Tallgeese?
>>
>>98120331
Seconding these please.
>>
>>98094988
I’m eager to see what you end up doing!
>>
Bumping
>>
>>98089432
If you're still here OP, keep up the great work!



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