tag:blogger.com,1999:blog-35276667.post6493612681899148371..comments2023-10-11T09:04:08.311-05:00Comments on Powered by Indifference & Focused by Caffeine: Battletech Heaps: House Rules FlurryVanVeldinghttp://www.blogger.com/profile/03441999455333315750noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-35276667.post-91252228473264741092015-04-12T22:06:18.656-05:002015-04-12T22:06:18.656-05:00True enough. I have had relatively occasional use ...True enough. I have had relatively occasional use of Max Tech over the years, but none of BMR. Zero. So, I've forgotten everything about it but the conspicuous use of purple on the cover.<br /><br />The Chaos Track stuff is pretty good, but I am really hoping for more cohesive linked campaign rules in Interstellar Ops. A linked campaign would let you weigh the benefits of winning the mission versus the costs of continuing amidst heavy losses. That would help shorten scenarios.<br /><br />But yeah, putting some basic campaign rules in an intro box would be a huge step forward.VanVeldinghttps://www.blogger.com/profile/03441999455333315750noreply@blogger.comtag:blogger.com,1999:blog-35276667.post-45455425211725265922015-04-12T21:47:04.946-05:002015-04-12T21:47:04.946-05:00TW's scenario chapter is essentially identical...TW's scenario chapter is essentially identical to the same chapter in 1998's Master Rules. TW does add "Forced Withdrawal" and "Clan Honor" rules, but I'd call those steps <i>sideways</i> at best. <br /><br />I thought you were referring to the Chaos Track products, which do seem to be trying to introduce more variety in objective-based play.SkilTaohttps://www.blogger.com/profile/15496366094516039415noreply@blogger.comtag:blogger.com,1999:blog-35276667.post-82100200096509430362015-04-12T21:24:21.041-05:002015-04-12T21:24:21.041-05:00Fair enough, but putting scenarios in TW was at le...Fair enough, but putting scenarios in TW was at least a small step forward for mechkind.VanVeldinghttps://www.blogger.com/profile/03441999455333315750noreply@blogger.comtag:blogger.com,1999:blog-35276667.post-6322645866063946892015-04-12T21:19:32.122-05:002015-04-12T21:19:32.122-05:00MaxTech had MoF damage reduction for sure; MoS dam...MaxTech had MoF damage <i>reduction</i> for sure; MoS damage <i>bonus</i> might've been newly invented for TacOps. <br /><br />Heatscale, armor, TMMs, breadth of things to do on the field... lots of things could use a redesign, agreed. <br /><br />I'll believe scenarios are a core gameplay mechanic when and only when they stop putting "kill 'em all" training objectives in the intro box.SkilTaohttps://www.blogger.com/profile/15496366094516039415noreply@blogger.comtag:blogger.com,1999:blog-35276667.post-48384070467544860802015-04-12T20:21:16.297-05:002015-04-12T20:21:16.297-05:00I think there a margin of success rule out there s...I think there a margin of success rule out there somewhere and that's probably more streamlined than bottling luck. I don't think I have a copy of MaxTech anymore (so old!), but I'm pretty sure that's where I saw it.<br /><br />I never thought about optional firing modes that way, but you're absolutely right. As someone who does find DHS a bit irksome, that is something I'd like to avoid.<br /><br />Absolutely yes on the unified armor penetration mechanics. Let's face it; you could revise Battletech from the ground up and make a lot of improvements.<br /><br />If light 'mechs' speeds could be put to good use aside from turn after turn of "miss...miss...miss...and miss," then I'd be happy giving them more disadvantages. Making more scenarios which use their speed well would also help balance drawbacks for them.<br /><br />But yeah, scenarios help so much stuff and I'm happier newer editions have focused more on that as a core gameplay mechanic.VanVeldinghttps://www.blogger.com/profile/03441999455333315750noreply@blogger.comtag:blogger.com,1999:blog-35276667.post-45414452877442366742015-04-12T18:28:49.322-05:002015-04-12T18:28:49.322-05:00Bottling Luck:
I bet the original version went: &...<b>Bottling Luck:</b><br /><br />I bet the original version went: "roll an 11 when you need a 4? Next time you roll a 4, take an 11 instead," which is of course too much record-keeping outside of computerized play. Not sure I like the extra roll required by the current version. Maybe every time a weapon rolls a 12, put a tick mark by *that weapon* on your record sheet, and then spend these like Edge points (and sum them up to help determine your final mission XP). <br /><br />Alternatively, reward the player immediately somehow: if the player rolls higher than needed, spend an Edge point and roll again; if this second roll is higher than the TN AND less than previous roll, target a location of your choice. (OR, don't require Edge expenditure, and just let the shot miss if the second roll fails.)<br /><br /><b>Heavy Lasers:</b><br /><br />I'm beginning to feel like optional firing modes are usurping the "what do I fire?" dynamic away from Heat Management. (Not a knock on your heat-conserving mode here; thinking more about other weapons and special munitions.)<br /><br />All the equipment & rules which modify critical hit opportunities really cry out for a revised & unified Armor Penetration Mechanic. <br /><br /><b>Falling Down:</b><br /><br />I notice that 3025ish Heavy and Assault 'Mechs can often knock another 'Mech down without help; Mediums usually need help to do it; and most Lights can do nought but help. <br /><br />Years ago I played a teaching game with all light 'Mechs, no physical attacks, and no PSRs. Nobody could catch anybody and nobody could knock anyone else down; I didn't really notice how essential that was until it was missing. On the other hand, when playing with a more rounded spread of weight classes, it'd be kinda silly for big 'Mechs to knock lights down too easily.<br /><br />I'm not sure what produces the most interesting gameplay. Maybe make well-armored 'Mechs harder to knock down, speedy 'Mechs quicker to stand up, and tie in gyro specs somehow. <br /><br /><b>Easy Turning:</b><br /><br />I guess this would become a Special Pilot Ability these days. <br /><br /><b>Game Length:</b><br /><br />I think turn limits, time limits, or letting any player call for end-of-game at any time when they think they've achieved a sufficient advantage, would also work. Also: objectives that can be achieved faster than "kill 100% of enemy forces" (not that BattleTech is particularly well-known for having other objectives).SkilTaohttps://www.blogger.com/profile/15496366094516039415noreply@blogger.com