MW2.Mine: Attributes and Skills
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 should have tried to improve on it rather than making such a radical break (both from MW2 and the board game).
So, as a thought experiment, I decided to hack together my own improvement to the MW2 system. In doing so I incorporated a lot of elements from MW3 and aToW, but the core structure is still recognizable as MW2. I was actually quite pleased with the initial results and thought I would share them. I might even try using this system. I am going to start with the basic mechanics, attributes and skills.
Basic Mechanic
The basic dice mechanic used for action resolution is the same mechanic used in Battletech:
2d6>=(target number)
How those target numbers get determined depends on what type of action is being performed (i.e. attribute vs. skill) as I will discuss below. I like keeping the system here the same as in bTech. Algebraically, this system is no different than aToW, its just that the mods end up subtracting from target number rather than adding to the dice. but why switch the aesthetics of the system if you want tighter integration with bTech? No math is required in this system to determine piloting and gunnery skills.
Attributes
Probably the biggest problem with MW2 is that the small number of attributes and the overvaluation of Intuition led to characters that all just sort of seemed the same. MW3 improved on this by adding more attributes for variety. I am going to keep that same idea, but the attributes I will use are slightly different. There are eight attributes organized into four “canonical” pairs.
BUILD
- Strength (STR): Raw muscle power
- Body (BOD): Physical stamina and health
- Dexterity (DEX): Hand-eye coordination, balance
- Reflexes (RFL): Reaction time
- Intelligence (INT): Comprehension, memory, smarts, etc.
- Intuition (ITU): Perception, wit, and instincts
- Willpower (WIL): Determination, force of presence
- Charisma (CHA): Charm, magnetism, persuasiveness
Alert readers will note that this is very similar to MW3, with the addition of the MW2 attribute for Intuition, and the exclusion of Edge (which I will treat later).
Scores for each attribute range from 1 to 8, with the following scale:
The phenotype maximums are given by:
| Phenotype | STR | BOD | DEX | RFL | INT | ITU | WIL | CHA |
|---|---|---|---|---|---|---|---|---|
| Human | 7 | 7 | 7 | 7 | 7 | 7 | 7 | 7 |
| Clan MW | 7 | 7 | 7 | 8 | 7 | 7 | 7 | 7 |
| Clan Pilot | 5 | 5 | 8 | 8 | 7 | 7 | 7 | 7 |
| Clan Elemental | 8 | 8 | 7 | 7 | 7 | 7 | 7 | 7 |
Note that the average here is lower than in MW3/aToW. It is also heavily assymetric and that is on purpose. It seems to me that in an RPG you want to give yourself more “grain” on the up side than the down side. It is important to keep in mind that one point changes on these attributes reflect significant differences. Very few people will have attributes above 4 and those with attributes as low as 5 will still be noted for their abilities.
The basic attribute check works much like MW3. You pick two attributes to determine your target number for success, like so:
target number = 14 – (sum of two attributes)
In some cases, you may just have a single attribute check, in which case the target number is:
target number = 14 – (2*attribute)
Its worth noting that this can be seen as an extension of the “Characteristics” in MW2 (Athletic, Physical, Mental, Social), but in this case instead of limiting characters to just four characteristics, you can combine any two attributes to get 28 different characteristics. Here is a sampling of the more important ones:
- STR+DEX = Acrobatics
- STR+RFL = Athletic
- DEX+RFL = Agility
- RFL+ITU = Reaction
- DEX+INT = Workmanship
- INT+ITU = Mental
- WIL+CHA = Presence
- BOD+WIL = Endurance
- INT+CHA = Social skill
- ITU+CHA = Social instinct
- DEX+CHA = Grace
- STR+CHA = Physique
- STR+WIL = Feats of strength
- DEX+WIL = Physical concentration
- INT+WIL = Mental concentration
- DEX+ITU = Artistic
- ITU+WIL = Spirit
Skills
Like MW3, every skill has two linked attributes. Once again, this can be seen as an extension of the “Characteristics” from MW2. Skill ranks start at 0 and max at 6, with the following scale:
| 0 | Novice |
| 1 | Green |
| 2 | Regular |
| 3 | Veteran |
| 4 | Elite |
| 5 | Heroic |
| 6 | Legendary |
The target number for skills is determined as follows:
target number = 16 – (sum of linked attributes) – skill rank
This is almost identical to MW2 except that the linked attributes can now theoretically be 28 different combinations rather than 4 and I subtract from 16 rather than 18. The latter change allows me to scale back the value of “Regular” which in MW2 was all the way at 4, not leaving much room for characters to improve.
To use a skill without any ranks in it, the player treates the skill rank as zero and rolls 3d6, taking the two lowest dice.
Here is a preliminary list of skills and their linked attributes:
- Acrobatics (STR+DEX)
- Acting (ITU+CHA)
- Administration (INT+ITU)
- Appraisal (INT+ITU)
- Archery (STR+DEX)
- Artillery (INT+ITU)
- Arts (varies, but often DEX+ITU)
- Careers (varies)
- Crafts (DEX+INT)
- Climbing (STR+DEX)
- Comms/Conv (INT+ITU)
- Comms/HPG (INT+ITU)
- Computers (INT+ITU)
- Cryptography (INT+ITU)
- Demolitions (INT+DEX)
- Disguise (DEX+CHA)
- Engineering (INT+ITU)
- Escape Artist (DEX+RFL)
- Forgery (DEX+INT)
- Gunnery (RFL+DEX)
- Interests (varies)
- Interrogation (WIL+CHA)
- Jump Packs (INT+RFL)
- Language (INT+ITU)
- Leadership (WIL+CHA)
- MedTech (INT+ITU)
- Melee Weapons (STR+DEX)
- Navigation (INT+ITU)
- Negotiation (INT+CHA)
- Piloting (DEX+RFL)
- Protocol (INT+CHA)
- Running (BOD+DEX)
- Security Systems (DEX+INT)
- Sensor Operations (INT+ITU)
- Small Arms (DEX+RFL)
- Stealth (ITU+RFL)
- Strategy (INT+ITU)
- Streetwise (ITU+CHA)
- Support Weapons (STR+DEX)
- Surgery (DEX+INT)
- Survival (INT+ITU)
- Swimming (STR+RFL)
- Tactics (INT+ITU)
- Throwing (STR+DEX)
- Tracking (INT+ITU)
- Training (INT+CHA)
- Unarmed Combat (DEX+RFL)
The skills listed here all have basically the same subskills as in MW3/aToW. Note that the inclusion of an Intuition attribute gets rid of all of those stupid INT+WIL linked attributes in MW3/aToW for skills of the mind. Also note that Perception is gone. IMHO, this is much better served as a INT+ITU attribute check than as a skill.
Specialization
Specialization works pretty much as in MW3/aToW. The character gets a -1 to the target when using the specialization and a +1 when using the skill outside of the specialized area.
Character Creation
So how does chargen work? Well, I am playing around with a roll system as well, but the basic system is point buy. Unlike aToW, you keep separate pools for skills and attributes (and traits once I figure those out).
Attributes
Here are the point costs for attributes:
| 1 | -2 |
| 2 | -1 |
| 3 | 0 |
| 4 | 1 |
| 5 | 2 |
| 6 | 4 |
| 7 | 8 |
| 8 | 16 |
The scale here is intentionally non-linear. Unless you want to play a very high-powered campaigns, you don’t want characters with more than one attribute 7+.
The starting points for each character depend on the “heroic level” you want to play at:
| Level | Points |
|---|---|
| Average Joe | 0 |
| Decent | 4 |
| Good | 8 |
| Gifted | 12 |
| Heroic | 16 |
| Super-heroes | 20 |
| Gods | 24 |
The default level for most games will be either Gifted or Heroic, but you can also use this basic system to quickly generate NPCs.
Clanners also get free points to reflect their genetic phenotype. Please note that these are points for the point cost system, not attribute increases. These free points must be allocated as follows:
Clan MW: +2 point to RFL
Clan Pilot: -2 point to STR, +2 points to RFL, +2 points to ITU
Clan Elemental: +2 points to STR, +2 points to BOD, -2 points to DEX
Skills
Here are the point costs for skills:
| 0 | 1 |
| 1 | 3 |
| 2 | 7 |
| 3 | 13 |
| 4 | 21 |
| 5 | 31 |
| 6 | 43 |
The scaling here is also non-linear (the diff pattern is 2,4,6,8,10,12). With a fairly narrow range here, it is important to keep these skill levels as distinct as possible, i.e. most folks should have a real tough time hitting levels beyond elite.
I am still futzing around with the right amount of starting points for characters, but this again should be scaled to whether you want characters to start as neophytes or grizzled veterans.
| Level | Points |
|---|---|
| Green | 40 |
| Regular | 60 |
| Veteran | 90 |
| Elite | 130 |
| Heroic | 180 |
| Legendary | 240 |
It might also be good to cap the highest skill levels for each group, to discourage min-maxing.
So most games will probably start with Green Heroic characters, i.e. neophytes with promise.
Example Character
Using this system, I am going to reproduce one of my favorite characters, Arjun, the mystical Nova Cat warrior. He will use a Heroic, Green template.
Arjun
| STR | 3 |
| BOD | 4 |
| DEX | 5 |
| RFL | 6 |
| INT | 5 |
| ITU | 6 |
| WIL | 6 |
| CHA | 4 |
| Name | Rank | Linked | Target |
|---|---|---|---|
| Piloting/Mech | 1 | DEX/RFL | 4 |
| Gunnery/Mech | 2 | DEX/RFL | 3 |
| Sensor Operations | 1 | INT/ITU | 4 |
| Navigation/Ground | 0 | INT/ITU | 5 |
| Small Arms | 0 | DEX/RFL | 5 |
| Unarmed Combat | 1 | STR/DEX | 7 |
| Tactics/Land | 1 | INT/ITU | 4 |
| Negotiation | 1 | INT/CHA | 6 |
| Protocol/Clan Nova Cat | 1 | INT/CHA | 6 |
| Interests/Clan Rememberance | 1 | INT/ITU | 4 |
| Interests/Nova Cat Vision Quest | 1 | WIL/ITU | 3 |
| Interests/Theology | 1 | INT/ITU | 4 |
| MedTech | 0 | INT/ITU | 6 |
| Language/English | 1 | INT/ITU | 5 |
Arjun was never the strongest or toughest within his sibko (STR3, BOD4), but his perceptiveness and determination (ITU6, WIL6) helped him through the harsh rigors of clan training as did his interest in spiritual matters. He was able to win a place in the Nova Cat touman with his trial of position. However, rather than immediately begin a tour of duty, he asked and was granted leave to become an acolyte in the Rossei cloister of Clan Cloud Cobra. After a two-year stint spent studying theology and immersing himself in mysticism, he returned to Clan Nova Cat ready to begin his quest for glory.
Example NPCs
To demonstrate the “scale” of the system, let me also introduce two archetypal NPCs. The first NPC is your “average” inner sphere mechwarrior:
| STR | 4 |
| BOD | 4 |
| DEX | 5 |
| RFL | 5 |
| INT | 3 |
| ITU | 4 |
| WIL | 4 |
| CHA | 3 |
| Name | Rank | Linked | Target |
|---|---|---|---|
| Piloting/Mech | 2 | DEX/RFL | 4 |
| Gunnery/Mech | 2 | DEX/RFL | 4 |
| Sensor Operations | 1 | INT/ITU | 8 |
| Navigation/Ground | 1 | INT/ITU | 8 |
| Small Arms | 1 | DEX/RFL | 5 |
| Unarmed Combat | 0 | STR/DEX | 7 |
| Tactics/Land | 1 | INT/ITU | 8 |
| MedTech | 0 | INT/ITU | 9 |
Note that the attribute points correspond to a “Good” character. Mechwarriors, even the rank and file, are after all the cream of the crop from a large interstellar population. The skills here are not necessarily complete, but rather just include the combat-relevant ones.
The most important thing to note is that this average mechwarrior has skills that correspond to average in the game (ok piloting should be 5, but that is too tough a nut to crack EDIT: go here to see how I fixed this problem). Each skill bump will move the character into the next highest bTech skill group and the character is going to top out at 0/0. This is all by design.
Next, let me take an average infantry grunt:
| STR | 4 |
| BOD | 4 |
| DEX | 4 |
| RFL | 4 |
| INT | 3 |
| ITU | 3 |
| WIL | 3 |
| CHA | 3 |
| Name | Rank | Linked | Target |
|---|---|---|---|
| Small Arms | 2 | DEX/RFL | 6 |
| Unarmed Combat | 1 | STR/DEX | 7 |
| Support Weapons | 1 | STR/DEX | 7 |
| Throwing | 1 | STR/DEX | 7 |
| Navigation/Ground | 1 | INT/ITU | 9 |
| MedTech | 1 | INT/ITU | 9 |
Note that this character would correspond to “Decent.”
So that is it for now. I really like what this system does so far. Next I am going to tackle Traits and then I need to decide if I want to rework combat any or just use the aToW system directly.
Awesome stuff! I had to go and work up my own rules as well – after I wrote to you about this, I came up with MicroMechWarrior. The current PDF (which is due for another revision here shortly from playtesting and errata found over the weekend) is hosted here: http://www.mediafire.com/?dka5nyvzjzm
It’s still got some rough spots, but after tossing it about, the only thing I might change is the hex scaling – although I might just give conversion factors instead – I like the idea of being so simple you can use Battlemech scaled maps.
Just wanted to post an update to my previous comment – I’ve gotten done with feedback, changes and have given microMechwarrior a permanent home: http://oldguyrpg.blogspot.com/2009/10/micromechwarrior.html
Just one thing, Perception should most certainly remain a skill as it is something that can be improved through practise.
Yeah, I have been rethinking my skill system and decided to put Perception back in, mainly because you need it for several kinds of opposed rolls. I will be posting more on my revised skill list shortly.