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Battletech implementation of Fate RPG- constructive criticism
Hey, I could use some constructive criticism on the rules set i'm developing over here, and some tips on non-mech and political operations would be great. Ideally I'd like the game to be somewhat gritty, but usually surivable.
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I guess nobody has anything to say? :(
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Quite a bit of info in there, not familiar with the fate system myself. Fan of BT though. Need to take some time and read it all before offering critique or suggestions.
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Just popped over to take a look. I love me some FATE and have always wanted to play a Battletech game, but am not a fan of all the rules.
So... where's the beginning? What should I look at first? I thought maybe the "Basics" thread, but that didn't have any rules. |
Clicking around I found Character Creation, which seems to have all the rules in it.
At first blush, it all looks pretty good! It's interesting that the skills are divided into the 5 sub-sections, but still build the pyramid that goes with FATE. I have some observations: While I know the Battlemech is an extremely important part of the game, I don't know that it needs a lot of Aspects. Taking a page from Bulldogs, I'd have it just have a 'Concept', a 'Strength' and a 'Weakness'. Then, it can have the Speed, Armor, Weapons, Sensors, etc. Also, I'm not entirely sure how 'Economy' comes into play. |
The economy skill sets the base difficulty for repairing a mech; they don't recover naturally. More difficult repairs add to the base difficulty. So for instance, to repair the armor on a Mad Cat (a Clan, Heavy, Ammo-using 'mech, with an economy of 5) the player needs to roll at least a 6 to repair one point of armor. They need to roll at least a 9 to repair a serious consequence. In contrast, a Hunchback-9P (a medium, introductory-tech mech that doesn't use ammo with an economy of 1) needs to roll a 2 to repair one point of armor and a 5 to repair a serious consequence. The tradeoff is that the Mad Cat is a lot more deadly, but the HBK is far easier to bring back to full after a stiff fight.
The rules are dumped in the sticky All About Operations, where it goes into detail for each of the operations types. I kind of agree that the mechs don't need many aspects. I put 'Red Paint Job' on the example mech as a joke (Red makes it go faster!) but now half my players have their paint scheme as an aspect for the mech. Which is not wholly bad, but not really what I had in mind. I did skills the way I did because I know it's fairly easy to wind up with a very specialized character who's amazing at one thing but crap at everything else; since this is a battletech game, I figured all the characters were likely to buff their mech skills as much as possible. As a consequence of spreading the skills out, though, I wound up with a fairly high number of total skillpoints to get the effect I wanted -- a total of 35 skill points, mostly ranks 1 and 2 (8 points in Average skills, 14 in Fair skills). The way I set the skill pyramid up guarantees that, no matter what, every character has at least a moderate spread of skills, with a couple ranks here and there even in the things they're worst at, and I think that also helps give the characters some depth. The guy who's a great mechwarrior and is also a science nerd is going to be different from the guy who's a great mechwarrior and also Mr. Popular, and they're going to be different from the guy who's a great mechwarrior and also likes to get into barroom brawls...they're all great mechwarriors, but they've got enough supporting skills to differentiate themselves. I do actually have one character (out of six) who's only a decent mechwarrior, not a great one, but they have strengths elsewhere that'll probably prove significant. |
Nice. Thanks for the explanation. I like what I see. I'd really like to hear your thoughts on it and what tweaks you make after playing it for awhile.
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