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Archive for the ‘MW2.Mine’ Category

MW2.Mine: Autofire

February 2nd, 2010

Ok, I have been thinking a little bit more about autofire. In my previous post on damage, I decided to stick with the “MoS multiplier” that aToW and MW3e used to deal with burst fire. However, after thinking about this some more and looking at how a variety of systems handle automatic fire, I have [...]

MW2.MINE: A solution to the Piloting/Gunnery problem

January 19th, 2010

One of the most difficult things for any RPG translation of Battletech to manage is the translation of the one unit difference in piloting and gunnery skills to a generic skill system.  For example, a mechwarrior of “regular” skill level has a gunnery TN of 4, but a piloting TN of 5.  How do you [...]

MW2.MINE: Damage System

January 17th, 2010

Ok, its been awhile since I posted on my emerging MW2.Mine system. I said at the end of my last post that I was going to focus on traits next, but I lied. Since this is all work in progress, why go in order? I have been thinking a lot about the damage system used [...]

MW2.Mine: Attributes and Skills

October 13th, 2009

My continuing frustration with Battletech RPG systems led me to a little thought experiment. The way I see it, the big problem with MW3 is that it threw the baby out with the bath water in transitioning from MW2.  MW2 was an interesting system with nice Battletech integration. It had some serious faults, but MW3 [...]