Quick RPG Question

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Karagin
12/23/22 10:54 PM
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Which book lists the standard service weapons for each House military? To make it clear, I am asking for rifle and pistol used by each House as of current date and time.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
iron_sirocco
12/27/22 02:03 PM
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I think weapons are all throughout the book line, but the only two books I have out:

* Mechwarrior 1607, has basic weapons
* Technical Readout 3026 8606, has more specific weapons and equipment.

I think some of the other sources/material books might have personal weapons. I know Mechwarrior 3, 1715 had a nice list of generic and specific weapons; however, I really do not like Mechwarrior 3, since I mainly grew up with 2d6 system.
Karagin
12/27/22 03:49 PM
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Same...the 2d6, aka Mechwarrior 2 with the Clan archetypes.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
12/28/22 01:19 PM
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The novels talk about other types of weapons that different houses use, but no real information like the damage, range, and such.
I guess if you want to run a more detailed campaign, it would be nice to know the type of non mech weapons that you have access to, or what can be bought. The Federated Long Rifle being the 'common' sniper rifle doesn't do much if you are starting in the DC, or even the FWL. Some SMGs are mainly used by specific forces.

And this does nothing if you start a unit with the starting story of finding an SL cache with old weapons.

But I don't remember seeing anything in the books I have that actually has those lists.

It was nice having the D&D dice sets, so modifying some things is much easier, as you already have the other dice types. It was funny, the first time someone tried using a d12 instead of 2d6. Rolled a 1 before realizing the mistake.

To make it a bit more complicated, different regions, and even different worlds might well have their own preferences to personal fire arms. Which may well have different stats. The idea of the 7.62 verses say a 9 mm to avoid the enemy using your ammo against you, may well work with the game. Much like ac ammo being different sizes depending on the maker of the AC, but run generic for game bookkeeping.
iron_sirocco
01/04/23 03:02 PM
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Quote:
To make it a bit more complicated, different regions, and even different worlds might well have their own preferences to personal fire arms. Which may well have different stats. The idea of the 7.62 verses say a 9 mm to avoid the enemy using your ammo against you, may well work with the game. Much like ac ammo being different sizes depending on the maker of the AC, but run generic for game bookkeeping.



As 'ghostrider' pointed out - I did something very similar. I used 5.8x21mm and 7.62x25mm as pistol ammo for the Capellan Confederation since they are " A socialistic police state with strong Chinese and Russian influences". This way, if a character wanted to use one of their weapons outside of their empire, it would be hard to find ammo.

When the weapons are generic, the GM has to find ways to spice up the weapons/tools/equipment/etc to give some flavor. D&D did this with the variable dice rolls for damage; however, when I play D&D I like to keep things simple and just use 1d6 (old method) for damage. The latter can be said for Mechwarrior; however, if you only add small specific details, these can be removed when you do not want to fiddle with book keeping.


I do this also for my Classic Traveller games (another 2d6 game), which has very similar dice mechanics.
ghostrider
01/04/23 10:33 PM
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Wow. That is old school D&D. Swords themselves run 2d4, 1d6, 1d8, and 1d10 verses small creatures, while large have 1d8, 2d8, 3d6 outside of the old basic rules.

There is far more with weapons in BT them just ammo size. Even fire rates are changed as well as distance they are effective at. Range differences and spread of shotguns can show this.
As for which, if any, books has information like this in it, I couldn't say. I know you were hoping for someone that has them all, and read them.
Karagin
01/05/23 12:45 PM
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The thing is Ghostrider, most of us don't like the new version of the RPG for BT. It's not fun. I personally do not use anything best, Mechwarrior 2. When they (FASA and FanPro) felt the need to give lifepaths and all that BS, it soured me on the RPG that's not role-playing. That is dictating things to you, the player.

So my group took a vote; we tossed the third edition of the RPG out, salvaged what we wanted from things, and stuck with the second edition. Like many have done with D&D, they don't play the newer versions. Hence things like Old School Rules are out there, and folks still play the original.

I am trying to figure out which book, I have the books I am just trying to find the one in case I missed something, given that the layout style and writing took a lousy turn post-2000, and it's very easy to miss stuff. Add in the problem of having to comb through multiple rule books, and yeah it's easy to over look or miss something.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
01/05/23 07:25 PM
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I understand that. Some information you want is hidden in the footnote along the sides of the main information, or stuck in a simple 'example' that comes up.
I agree that mechwarrior 3 RPG got a bit much with things, especially when your character would be in their mid to late 30's before they had any decent skills. Try running a commando style character that is now a mech warrior.
I also agree with not running the newer D&D rules. I stick with advanced or 2nd edition. It is nice to have some extra skills, but the feats and such get out of hand. Part of why temple of elemental evil for the PC was difficult to get a handle on. Everything under the sun has trip and opportune attacks.

Some stories are the ones that say things like a specific SMG is used by the DEST personnel, but there are no real stats for it. Hell, the original Mechwarrior RPG said the Federated Long rifle was a 'typical' sniper rifle, which means semi cheap, with shorter ranges then the good stuff. The military isn't known for having the best equipment in BT. The crap with not making clan tech shows this.

The main rule books seem to have even less information on the types and variants of personal weapons. I understand simple to keep the game flowing, but they put in a bunch of optional rules for things, so why not some flavor for personal weapons? Hell, maybe a supplement might sell decently for those that play outside the cockpit of a mech.
iron_sirocco
01/06/23 04:13 PM
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I stuck the Moldvay, Mentzer and maybe throw in some Rules Cyclopedia. I liked some of the AD&D 2nd campaign settings like Dark Sun, Spelljammer, Forgotten Realms; however, when I play a RPG without maps, I like very streamlined game systems.

I think that is what attracts me to 2d6 mechanics or even a 1d6 dice rolls because you can just make quick adjustments on the fly without needing rules; however, the same can be said for a 1d20 roll. But if you think about it, all you really need is a basic set of rules, which D&D gives, and you can skin or layer abstraction rules on top of basic rules. example how I handle stuff) One items sticks out in my mind is which how D&D handles combat, and even in the books say that a dice roll to hit is NOT a single action but a sequence of sword swings, so that breaks when you have Missile Weapon combat, where you need to keep track of arrows, but do you fire a single arrow or multiple arrows in a combat turn? I got around this age old debate with allowing an ammo roll. We all can assume that our party is going to pack enough ammo/arrows for the cave exploration, so just make them roll a 2+ on 1d6, which gives them 83% chance that they have ammo. This also allows the generic abstract concept of collecting arrows. But as the adventure goes on, start to slide that target number higher say 3+ after so long and then 4+, etc. With magical arrows (arrows +1) just make that target number high from the start 5+. It is not like you lose your +1 sword after a single attack, nor does it lose the +1 ability after an attack, so why should you lose your +1 arrows if you are already collecting them.

But you keep damage 1d6, for RP value a player wanted to use a hatchet or club, they are not over shadowed by the warrior coming in with the 1d10 two-handed sword or the Bastard Sward two handed swing at 2d4, plus is there even enough room in the cave to effectively use the sword 2 handed?

Back on Battletech(BT)/Mechwarrior(MW) - What I like about BT/MW is the 2d6 dice rolls, and mechanics (nice and easy), but since FASA did a lot of game material for GDW Traveller, you can pick items from that game as well, with VERY VERY little conversion needed, and if you notice the dice roll system in Mechwarrior 1st edition is nothing more then the 2d6 Traveller roll system just reversed and already has the scaling difficulty values set based off the characters attributes.

Now - MW1 did a lot of cool things in the core book, like robots, trade tables, etc. I think it was even Ghostrider that helped me with some robot related questions under account (Zamosc - lost password and email address) but due to the rules so lite, it is easy to skin or have a generic overlay to make new items.

With all that said - BT/MW is a tactical game first, and a RPG second; however, it does blend the two very well - with just enough tactical focus for the hex grid maps and the tactical aspect for folks that want a step up from Chess. However, in playing RPG, you want a rules lite, which 2d6 provides. And at the end of the day, we want a nice generic easy to use rule set that can provide enough rules to: (a)skin/layer generic resources, (b) not be a rule lawyer until the Tactical hex map comes out and (c) have fun through the night.

If this cannot be achieved, then I will be sad to say we are playing GURPS, and worried about what penalty on my 3d6 dice roll that smoke is going to have on my green or blue diode omitting laser gun (green vs blue laser bolts)

Games I play on a regular base:
Classic Traveller
Battletech
Mechwarrior
WEG d6 Starwars 1st Edition
D&D Moldvay, Mentzer
Lock n' Load https://store.steampowered.com/franchise/LnLP/list/56008
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