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>InB4, play a different game.

I can't find anyone who wants to play Battletech, Lancer, or Starfinder IRL, and I hate playing with people online.

So tell me about any of the DnD games where you managed to successfully play with mechas, either as the DM or as a PC.

Also, just so I'm not posting a question with nothing to contribute, here's all the "canon" mech stuff I've found so far;

Vehicles
>Mighty Servant of Leuk-O
>Apparatus of the Crab/Kwalish
>Artificial Beholder

Creatures
>Spirit Warrior/Zwarth
>Warforged Titans
>Steel Defenders

Magic
>Polymorph/Shapechange into an Iron Golem
>Earth Elemental Wildshape
>>
>>98249547
Look up "DragonMech".

Back when D&D 3.5 came out, they held a competition to see who could come up with the best campaign setting to represent 3rd edition. They went with Eberron, but there were several other campaigns that were equally interesting that didn't make the cut to being a little more outlandish, (Midnight, a primal world [whose name escapes me at the moment].) But one of them was DragonMech. It's just D&D, with all the iconic stuff you know from D&D, but giant robots have been added.
>>
>>98249547
>Tfw my DM is slopbrewing this exact thing
>He keeps telling me he's just using the AI to organize it
>M-dashes all over the shop
>Nonsensical statements in the Quotes
>"It's not x, it's y"
>He keeps staring at me blankly when I point it out
It's like watching a loved slowly succumb to alzheimer's.
>>
>>98249547
If dragonmech doesn't cut it look at Iron Kingdoms.
>>
>>98249547
Just treat mechs as an extention of classes. It works best if you make the PCs Class the mech itself and they're just using level 4 or 5 stat blocks for the stats and proficiencies of the pilot. Unless you really want to deal with the mages jumpping out the cockpit and throwing fireballs before retreating back into the walking tank. That shit is why people say mechs don't work in d&d, because you're constantly fighting against THAT player who wants to pop their head out, throw a lightning bolt, then retreat back to safety like a coward.
>>
>>98249547
What makes you think those same D&D players are going to want to play some shitty mech homebrew you kludged onto D&D instead?
>>
>>98249573
>>98249744
I'll look into Dragonmech.

>>98249622
Sorry to hear.

>>98249770
Good points. I think what I'm stuck on is if the mech should be a vehicle, mount, armor, or transformation.
>>
>>98249547
I ran a game of Dragonmech for a while when it came out. Fucking love that setting. Its 3.5 which is not a thing I want to run anymore but it was cool and still has a place in my heart.
Might be worth looking at the Stars Without Number mecha rules, its pretty much dnd and most of the Sine Nomine stuff is made with the intention of pulling it apart and attaching it to other games.
>>
>>98249770
>Just treat mechs as an extention of classes. It works best if you make the PCs Class the mech itself and they're just using level 4 or 5 stat blocks for the stats and proficiencies of the pilot.
In terms of having them "cordoned off" to mech-appropriate interactions, or as a design philosophy of mechs built to be used by particular classes? Both are useful, though my own fiddly crunch tisms would rather parts able to be combined as one pleases.

>Unless you really want to deal with the mages jumpping out the cockpit and throwing fireballs before retreating back into the walking tank.
Just make the action economy of disembarkation unfavorable, especially by having them stuck on the outside for a round.

>>98249844
>I think what I'm stuck on is if the mech should be a vehicle, mount, armor, or transformation.
I personally lean towards remixing and extending vehicle rules (there's quite a few throughout 3.X!), but mounts are probably the simplest thing to "hack" it from since they already operate on fully-separate statblocks yet partially-shared action economy.
>>
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>>98249547
>>
>>98249547
>>98249573
resident Dragonmech fag here
do look into it, it's probably the best source if you want to include mechs in 3.5 or pf1, but be warned that it's a fuckload to take into account; mechs have their own rules for almost anything, including dedicated classes, and I advise you to ignore mechs with size classes above Colossal and treat them like scenary rather than regular monsters.
i'm sure there must be 3rd party rules for d&d5 at this point, if that's what you want to run, with dedicated classes and such, so it could be easier than it could look at first to include them in your games
>>98250947
>or as a design philosophy of mechs built to be used by particular classes?
for what I've worked out so far this is the best approach, although allowing for skills like Piloting or Lore(mechs) to give other classes the ability to at least be able to drive a mech during downtime or out of combat activities should would be best if they're going to be a central part of your games; that way your non-mech dedicated players can interact with their rules without making the dedicated classes redundant in their own field
>make the action economy of disembarkation unfavorable to non dedicated classes
for instance

>I think what I'm stuck on is if the mech should be a vehicle, mount, armor, or transformation
I'd treat them as a vehicle for regular classes and as alternative statistics profiles for dedicated ones, swapping St,Con and Dex for the mech's while piloting, while also having some resistances and immunites during normal conditions until the mech takes heavy damage in certain ways. The Dragonmech rules for mech damage are important in that regard, making them a high risk/high reward element
>>
>>98249547
PLAY A DIFFERENT GAME YOU FUCKING RETARD
dragonmech
>>
>>98249547

Have you tried not playing D&D?
>>
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>>98249547
Lesser Marut
>30 AC
>Poison immunity
>Immunity to all mind controlling spells
>Resistant to all spells
>Except weak to Fire, Shock, Thunder, Force spells
>Resistances to non-magical physical weapons
>>
>>98249547

Size/Type: Large Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +4/+16
Attack: Claw +11 melee (1d8+8)
Full Attack: 2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +7, Swim +12
Feats: Endurance, Run, Track
Environment: Cold forests
Organization: Solitary or pair
Challenge Rating: 4
Advancement: 7-10 HD (Large)
Level Adjustment: —
>>
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>>98249547
>I can't find anyone who wants to play Battletech, Lancer, or Starfinder IRL, and I hate playing with people online
Kill your group and/or hold them hostage at gunpoint until they're willing to at least give a chance to another fucking game
>>
>>98249547
If you can't even get them to try Mechahack, they're a lost cause
>>
Is Dragonmech basically just Escaflowne?
>>
>>98251811
To my understanding, it's a bit closer to Mortal Engines.
>>
>>98251811
it's mainly a post-apocalyptic setting with steam powered mechs and kaiju from the moon and empowered by dragon Cthuluh
>>98251837
kinda, at least where it concerns dorfs and their social schism
>>
>>98249547
In Pathfinder (Which is DnD with the serial number filed off) there is the Summoner, and the Summoner has the Synthesist Archetype.
It is a functional Mech, you chose the flavour and the "Evolutions".
>>
>>98251892
Not really, Synthesis misses size category.
>>
>>98251242
>"play my game or I'll fucking kill you"
>>"you fail to realize just how autisic I really am"
>presses hes forehead against gun barrel
>>
>>98249547
If based things like Dunbine and Escaflowne can do it, surely you can figure something out. Even Exalted did it well, and that shit is a gay parody.
>>
>>98249547
CGL's "Welcome to the Nebula California" is a free pdf on their site due to its age that included rules on how to convert D&D 3.5 stuff to their "A Time of War" RPG system as part of a noncanon region of space that includes a bunch of references to other properties as pseudo-crossover material. Reverse those (likely with some slight rebalancing as as-is it is tuned in the 'mech's favor) and you get every Battletech 'mech, tank, or other unit to play around with.
>>
>>98253221
...Ffuck, you could convert through the custom mech rules as a subsystem like the Dragonlance Gnome tinkering, couldn't you?
>>
>>98249547
What are you looking for exactly? Any feature that grants you a size bonus could be reflavored to mech. Duergar, Rune Knight, Wild Shape, Enlarge...

>>98251811
>>98252313
Escaflowne mentioned! Didn't know oldfags were still around.

>>98251892
Pathfinder is a retarded game but if you're dead set on PF you'd want the Aegis anyways.
>>
>>98252313
>>98259970
my niggas
>>
>>98249547
Senpai, I got you!

>First
Make operating a mech it's own unique skill, or create multiple skills focused around this like "Piloting" or "Weapons Systems."
>Second
Make attaining a mech hard, but achievable for a level 3 player.
>Third
Make a subclass that operates mechs with extra abilities, this can be fighter or artificer, paladin, or even a monk!
>Fourth
Create an ammo system of sorts. Mechs run on something that you just don't have in unlimited supply.
>Fifth
Give the mech drivers a buff, but weaker without them to compensate. They shouldn't always live in their mechs, but being inside one should be powerful!
>Sixth
Keep it simple, kind of like a weapon/armor combo with unique abilities. Don't neglect the non-combat stuff either.

Enough?
>>
>>98249547
There's an automaton-like mech somewhere. At least one. I think it's either from Dungeon or Dragon Magazine. It might be a Minor Artifact. I recently went through all of them. It didn't though, so I don't remember it.
>>
>>98261756
>It didn't though,
I didn't need it though*
Lack of sleep.
>>
>>98261756
The Kwalish Apparatus has always been a mech.



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