I am continuing to work on my own home-brewed battletech RPG, but most of the work is scattered on various notepads or swirling around in my head. I was in the middle of working out a long post regarding my thoughts on opposed check mechanics, when I realized that I was implicitly relying on some [...]
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 [...]
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 [...]
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 [...]
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 [...]