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Post by Pinky on Feb 20, 2006 19:05:05 GMT -5
Once we get characters made up, I'll be posting a prologue in story form. Each post will be written up like an RP post but it will just be a summary of the actions the players make. No real time limit on how quickly you need to post so long as we keep it going. If there's any actions that require rolls, we'll use retro for the discussion of the actions and the resolution of it. I'll post an example before we start of what I'm talking about. Right now, we're just recruiting and making characters.
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Post by Molalzsath on Feb 20, 2006 19:58:55 GMT -5
OK, I'll stick around if y'all promise to hold my hand and guide me through it all. I've never actually RP'ed with rules before!
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Post by Dammed on Feb 21, 2006 14:59:10 GMT -5
Well, I don't think I've ever played BattleTech before. But I have read a few of the books long ago. And I've played other giant mech games. So my knowledge is weak, but not quite non-existant.
What do I need to do to join? How do I make a character? I didn't see anything about that on the Classic Battletech web-page.
Hmm... I have a whole box of Battletech stuff at my house that I inherited from a friend when he moved. I guess I'd better dig through that and see if they are just novels, or if the game books are in there too.
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Post by Zeamass on Feb 22, 2006 12:10:01 GMT -5
I'm taking the liberty of posting something a GM from another online campaign I'm in posted. If you want to know more...*plugs the book* Most of the stuff below in this post is drawn from MW3rd p. 13-19
So then:
There are three basic aspects to any Character in MW3rd: Attributes, Traits, and Skills
Attributes These numbers, and their modifiers, represent the basic character - his raw abilities, if you will. When determining the success/failure of a character's actions, his/her attributes govern his basic ability to succeed. These Attributes also reflect how hard it will be for another character or NPC to do something to you. Generally, this difficulty number is based on the difficulty of an action plus or minus a character's attributes that apply.
Traits: Traits are uniqueness of the character. Each trait offers a different bonus or penalty to the character's actions and abilities. For gameplay purposes, you'll need to keep track of each trait and what it does.
Skills: Skills are trained abilities that your character has developed over time. Essentially, they modify attribute checks to determine success or failure of the actions to which they apply.
Gameplay:
For the most part, you can roleplay freely without rolling dice. Dice rolling is only required for actions that have uncertain outcomes. Tying your shoe, for instance, does not require a dice-roll. Most action checks are resolved based on the Target Number needed to succeed in the action. The chart below comes straight from MW3rd.
Code: <u>Action Type: Target Number</u> Skill Check: 10 Skill Check v. Target Attributes: Attribute+Attribute Attribute Check, Single: 10 Attribute Check, Double: 15
<u>Difficulty Modifiers:</u> Very Easy: -4 Easy: -2 Average: 0 Difficult: +2 VeryDifficult: +4 Extremely Difficult: +8
The rest of that table can be found in MW3rd, p. 17.
As far as player gameplay goes, this all simply means that when you try to do something, you need to roll dice to do it. Sometimes I may ask you to roll dice for a specific reson asl well. This thread is where I will track those dice rolls and their outcomes.
Three other important factors of basic gameplay are Edge, Opposed Rolls, and Quality of Success. They are all very simple.
Edge: Every player starts the game with a certain amount of Edge, based on his character generation. You can spend a point of edge BEFORE a die-roll to gain an extra +2 to the roll, AFTER the die-roll to add an extra +1 to the roll, or AFTER the die roll to allow you to roll again. Your edge does not automatically regenerate. There are two ways that you can earn it back however: 1) Selflessness/Generosity in game, and 2) Karmic Backlash from when you totally mess something up or have something terrible happen. You CAN also buy extra edge with accumulated experience.
Opposed Rolls: Some actions are resolved simply by two people rolling off against each other and applying appropriate modifiers. Sometimes a Target Number is still required, and the outcome is determined both by beating the Target Number, and the opposed roll.
Quality of Success: Sometimes the results of your action will depend not only on your ability to succeed in making a dice roll, but also on how well you beat the TN by. For instance, if your target number is 15 and you roll a 15, in some situations that reflects that your character BARELY succeeded in his action, and that his results will not be as favorable as if he had rolled, say, a 20. Likewise, failing your roll can have degrees of badness, depending on by how much you fail. If you needed a 15 but rolled a 14, most likely the only thing that will happen is that you fail your action. If, however, you rolled a 3, you may incur negative consequences. Anytime you roll a 2 on 2d10 or 2d6 for an action check, you automatically fail, and sometimes incur specific consequences. Anytime you roll a 6 on d6, or 10 on d10 for an action check, or for damage, the dice "explode". This means that you may continue to keep rolling the die that maxed out. If you roll max on that die as well, you may keep rolling until you fail to roll maximum for that die. Then total all your rolls and add them to your modifers as usual.
Actions per round: In combat, one round lasts 5 seconds. So anytime we are in Combat, a character may only do a certain number of actions. At his choice, he may do 2 simple actions, or 1 complex action, and may make as many incedental actions as seems reasonable.
From MW3rd, p. 109
Incedental Actions Code: Delay Drop Object Drop Prone Engage Opponent in Melee Gesture Observe Speak one word Walk Simple Actions Code: Careful Aim Lead Team Load Weapon Observe in Detail Pick Up/Put Down Object Ranged Attack Ready/Draw Equipment Recover from Stun Run Speak a BRIEF Phrase Stand up from Prone Stow/Sheath Equipment Use Simple Object Complex Actions Code: Disengage from Melee Evading Movement Melee Attack Extinguish a Fire Recover Fatigue Speak Conversationally Spot for Indirect Fire Sprint Use a Complex Object Use a Skill
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Post by Zeamass on Feb 22, 2006 12:10:50 GMT -5
Pinky and I will do all we can to get you going, Dammed it's not a hard system once you get the hang of it. The CBT site has the base histories of the Great Houses and other minor powers so you can decide what character you want to make.
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Post by Dammed on Feb 24, 2006 14:46:17 GMT -5
Ok, so how should I be making a character? I know nothing about the traits or things. I found a program called "Mechwarrior 2nd Character Generator 1.3". Is it acceptable to use this to build my character? www.pryderockindustries.com/dl_misc.php#MCGDammed
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Post by Pinky on Feb 25, 2006 21:15:45 GMT -5
That one looks to be the character generator for version 2 of the MW system. We're using 3rd edition. There should be another one for 3rd edition a little further down. But I don't know if it works correctly.
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Post by Zeamass on Feb 26, 2006 12:35:51 GMT -5
If it's OK with Pinky, Dammed...and you have the time, I would be willing to run through making a character with you.
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Post by Molalzsath on Feb 26, 2006 17:18:21 GMT -5
In the immortal words of AOL: Me, tooo!
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Post by Zeamass on Feb 27, 2006 13:54:42 GMT -5
Both of you anyone who hasn't made a character yet.
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Post by Dammed on Feb 27, 2006 14:27:58 GMT -5
Well, having down some reading on that web-site, I have to say that the Clans rock. Go Crusader Clans! (Maybe it's just that they have Fallen. :-) )
I guess I'm looking in the wrong places, because I'm not seeing ANYTHING about the differant types of mechs. I can't even find a definition for OmniMech. And I was under the impression that the Mech you used was at least as important as the Character you made.
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Post by Pinky on Feb 28, 2006 17:26:38 GMT -5
That's assuming you PLAY a mechwarrior. There's nothing in the rules that says you have to. Mechs and combat on large scale like that is just as likely to happen as anything else (i.e. hacking, crafting, piloting of any kind of vehicle, researching targets, planning strategy, etc). Heck, Shrap doesn't even know how to pilot a mech. But he knows 3 dozen ways to kill you outside of it with a towel.
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Post by Dammed on Feb 28, 2006 21:40:17 GMT -5
Not play a MechWarrior? Like... not at all?
You mean, only using a small mech, right? Cause... you know... Mechs. I mean... Mechs! 50 feet of armored destruction with missiles, lasers, cannons, grenades, machine-guns, gauss rifles and missiles! The most advanced war-vehicle that exists! Destined to dominate the battle-field for centuries! Mechs! I mean, I suppose in theory there are non mech people... I mean, I guess it's an acceptable life-style choice. I'm not one to judge... Not that theres anything wrong with that. You know, in theory... But.. Mechs!
Thats like playing RetroMud without a Fellblade.
Dammed
P.S. I'm planning to try to create a MechWarrior, in case I was too subtle. Or an ex-MechWarrior at least.
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Post by Molalzsath on Feb 28, 2006 23:47:00 GMT -5
Dayum that was funny!
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Post by Pinky on Mar 9, 2006 23:19:20 GMT -5
I haven't forgotten about the game! I swear! I'm still waiting for my new computer to show, so I'm still out of commission for the time being. I'm working on compiling a master list of equipment in MW. I can't promise that it's all available, but at least you can see what's available. It'll be a Word document that I'll find somewhere to post for download. Since we haven't started yet, I have no problem if people want to rework their equipment before we being in earnest, so long as they let me know and ask questions when they are unsure.
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