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Switch to Forum Live View Mecha in 4e Ideas and Questions
11 months ago  ::  Jul 27, 2012 - 8:51PM #11
Fireclave
Date Joined: Apr 29, 2006
Posts: 2,149

Jul 27, 2012 -- 12:38PM, Mastercliff wrote:

Jul 27, 2012 -- 12:11PM, Fireclave wrote:

Not really.



We were joking.  He was being sarcastic, and I was replying in kind.



Darn this silent medium.

Thinking about creating a race for 4e?  Make things a lil' easier on yourself by reading my Race Mechanic Creation Guide first.
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11 months ago  ::  Jul 27, 2012 - 10:58PM #12
Mastercliff
Date Joined: May 14, 2010
Posts: 366
Inorite?

Hey, OP, don't leave us hanging.  If you start making progress, let us know.  I would be happy to help once you get a baseline theory going.
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11 months ago  ::  Jul 29, 2012 - 4:20PM #13
Lucid-Dragon
Date Joined: Jul 16, 2012
Posts: 11

Jul 27, 2012 -- 10:58PM, Mastercliff wrote:

Inorite?

Hey, OP, don't leave us hanging.  If you start making progress, let us know.  I would be happy to help once you get a baseline theory going.






Hi there,

Sorry I haven't responded so quickly to these; BOTH of my computers are currently out of commission (One due to a corrupted hd, the other, well...it's usually a bad thing when you see smoke coming out of the AC port.  ^^')  Anyways, waiting on a replacement cord (should be here by the 6th), and coming to you live from a 3DS.

Comp troubles aside, I see the benefit of NOT having stats tied to mechs.  I also like the idea of the mechs multiplying/amplifying what the characters have.  Also, there will be healing on mechs, but it is somewhat limited with regards to what repairs can be made on the battlefield; Out-of-battle repairs are required for serious damage.  As for having multiple pilots, I'll get to that in a minute.

During my time away, I thought of a few elements in the story that might be good to address here, as most of it relates to how the mechs would operate in the campaign.

FUEL

As you've seen from what I've posted so far, the mechs in the campaign are steam powered.  The campaign has two combat forms, being on-foot and in-armor.  I didn't want one to eclipse the other, so I started thinking about fuel.  If the mechs are indeed amplifiers of power, maybe then they should have a fuel-count to determine how long they can remain in that state.  There are larger Armors (dubbed "Titans") that are stronger, but require a crew of 5 or so, and perhaps by default, more fuel.  Still, what do you all think?

READYING

The process of getting into an Armor consists of these steps.

1. Ignite the firebox.
2. Climb in and seal the hatch.
3. Open the 6 output valves (Head, left and right arms and legs, torso, and auxiliary tank (can be used as a "magus tank" for an additional spell, or as a  "propellant tank" for certain steam propelled projectiles or weapons, such as bolts, harpoons, or ball and chain)).  How long in terms of turns should it take a Mech to power up and be battle ready?

SUMMONING

In the campaign's story, summoning is considered extremely taboo.  Almost every nation has at least one law banning summons.  The reason for this is that thanks to the acts of summoners thousands of years ago, monsters as the people know them were created, forever infesting the lands. 

That said, is this story element a turn off?  If so, should it be simply limited, rather than banned?  There WILL be summoning involved in the storyline, but I was trying to make it so not much was known about it.  So the question is this: "Summoning is illegal": Interesting plot point or turn off?

Anyways, once again, thank you all for your feedback and keep it coming; the campaign is rapidly taking shape thanks to your help!

-LD

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11 months ago  ::  Jul 29, 2012 - 5:14PM #14
Mastercliff
Date Joined: May 14, 2010
Posts: 366

Jul 29, 2012 -- 4:20PM, Lucid-Dragon wrote:

.it's usually a bad thing when you see smoke coming out of the AC port. ^^'



Darn smoking computer.  It got lung cancer, didn't it?

Anyways, waiting on a replacement cord (should be here by the 6th)



I don't suppose you have a

coming to you live from a 3DS.



That's actually what I was going to suggest. -.-

**************************

I started thinking about fuel. If the mechs are indeed amplifiers of power, maybe then they should have a fuel-count to determine how long they can remain in that state.



Ah-HAH!  I got an idea.  Make the hp and the fuel count the same.  Then healing would actually be a creation spell that makes fuel in the target's tank.  Then you could have repairs happen sans magic.

There are larger Armors (dubbed "Titans") that are stronger, but require a crew of 5 or so, and perhaps by default, more fuel.



Like a skill challenge?  Problem is, once it's done, who controls the mech?  Sure, you could have each arm and leg have a weapon.  But someone would still control movement itself.

How long in terms of turns should it take a Mech to power up and be battle ready?



Ever see Voltron?  Each player's mech combines to make a big one.

SUMMONING In the campaign's story, summoning is considered extremely taboo. Almost every nation has at least one law banning summons. The reason for this is that thanks to the acts of summoners thousands of years ago, monsters as the people know them were created, forever infesting the lands. That said, is this story element a turn off?



Not really.  As long as the players know this beforehand, it shouldn't be a problem.  Kind of like how wizards in Dark Sun are hated.  In fact, if I were you, I would take a look at how Dark Sun does it.

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11 months ago  ::  Jul 29, 2012 - 7:56PM #15
Lucid-Dragon
Date Joined: Jul 16, 2012
Posts: 11
In order...Might as well have been...also scared the heck out of me as the smoke was coming out while it was sitting on some paper...guess it knew tinder was close by. :P

Yeah, I'm a little lacking in the internet department. Actually using my PS3 now, but the problem is that for some reason, it only allows you to enter a certain amount of text, so if this post gets cut in half, you know why. 

FUEL

Hmm...that would make a lot more sense. And it would streamline the battles a little more. As for bloodied states, maybe that'd be the times where a player would have to use their Eject Point or lose it. As for if an Armor "dies," the person inside is obviously still alive, so maybe they'd have to make strength or dexterity checks in order to get out of the mech so they aren't a sitting duck.


As for titans, as it stands right now, they won't be available for most standard combat; only special instances. As I mentioned regarding the Golem...


...continued in next post (blame Sony)
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11 months ago  ::  Jul 29, 2012 - 8:09PM #16
Lucid-Dragon
Date Joined: Jul 16, 2012
Posts: 11
...continued from my last post...

...while it was powerful enough to take out an army, it wasn't practical because of how much fuel (water and coal/wood) it took, as well as the immense cooperation it took to run the thing. Titans have the same problems the Golem had, hence why Armors were made. BTW, here's the rundown of heights of the mechs.


Armors=20 to 30 ft

Titans=70 to 80 ft

The Golem=150 ft 


READYING


Maybe it'd only take a short while, like putting on actual armor would.


Oh, and before anyone asks, I've already taken care of how the armors'll be transported as the party journeys; different transportations will be available (e.g. Trains or boats)


SUMMONING


That's good to hear. Glad I could put that story element in...a couple NPCs have strong links to summoning.



I'm glad this idea is getting a lot of interest. When I get my computer back online, I'll see if I can dig up the proof of concept prologue I wrote up back before this was d20, featuring a few of the NPCs from the campaign.


-LD
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10 months ago  ::  Aug 03, 2012 - 1:31AM #17
Mastercliff
Date Joined: May 14, 2010
Posts: 366

Jul 29, 2012 -- 8:09PM, Lucid-Dragon wrote:


Armors=20 to 30 ft

Titans=70 to 80 ft

The Golem=150 ft




Sizes are well and good, but you should probably give them D&D sizes.  I can't remember much past huge beside gargantuan.
I'm not sure they should be so high up.  The average walled city isn't going to have walls near that.  Which means any force with one of them is going to win.  Without big enough walls, the battles will have collateral damage, too.  Stray projectiles would go over the walls and destroy sections of a city.




That's all I can think of for input right now.
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10 months ago  ::  Aug 21, 2012 - 5:25PM #18
Mastercliff
Date Joined: May 14, 2010
Posts: 366
Here's something I did after doing some Mann vs Machine.  It had reminded me of an old gaming system I used to play on a long time ago.  So I started working it out some more.  It's obviously a work in progress, but I figured it might spark something for you.  Red box areas are parts that I either haven't gotten to yet, or have no clue about.  Basically, everything is a placeholder.


Points obtained through sources of power?
Exponential growth for rank requirements, and a multiplitive growth to gain points needed?
Speed affect movement and init?
Striker package maybe increases damage dealt?
Skill System
Level Equivalent: Level 1 Level 5 Level 10 Level 15 Level 20 Level 25 Level 30
Rank
Names Description 1 2 3 4 5 6 7
Guidance Accuracy 4 11 18 25 32 39 46
Base Damage Double Cost 1d8 2d8 3d8 4d8
Elemental No Radiant/Necrotic/Poison Damage can be of the element chosen. 1d6 extra damage 2d6 extra damage Attack ignores 10 of element chosen. 3d6 extra damage Attack ignores all resistance of element chosen.
Defender Role Package
Striker Role Package
Controller Role Package
Leader Role Package
Battery Capacity
Generator
Armor 10 20 27
Fortitude 5 15
Reflexes 5 15
Willpower 5 15
Speed Base 4 2
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