Author Topic: MechWarrior: Destiny  (Read 128299 times)

Mendou

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Re: MechWarrior: Destiny
« Reply #540 on: 23 September 2019, 07:23:23 »
Sorry for the typo, page 65 is the correct page number for the diagram.  I believe page 65 overrides page 36's lack of "out of range" (or rather, page 38's, where is says 2+ is "Far").  For 'mech scale, the problem is on page 42 where they list the movement costs of moving between ranges, but provide no way to move out of range.  Four movement points would be reasonable.
Page 65 is the diagram for using miniatures to determine range. The 'Mech-scale chart stops at Long Range at seven hexes/squares between attacker and target. The only reason the Personal-Scale chart goes past three hexes/squares between is to illustrate the comparison between Personal Scale and 'Mech Scale. Once you've got eight hexes between you and your target, you're out of range.

If you can point me to any BattleTech range chart other than the comparative 'Mech-Scale/Personal Scale one in MWD which includes an "Out of Range" bracket, I'll be quite surprised.

Ursus Maior

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Re: MechWarrior: Destiny
« Reply #541 on: 23 September 2019, 07:23:54 »
Stumbled across this as well. I would think it's always "the higher of the two". The rules, as presented, allows for decent Perception rolls without the skill, though, but the skill adds certain boni:

1) Buying the Perception skill will make it easier for you to raise your Skill Bonus.
2) The GM can rule that rolls above average difficulty (or was it only 'hard' / 4d6?) cannot be attempted without a skill value.

But yes, it's odd, very odd.
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Dahmin_Toran

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Re: MechWarrior: Destiny
« Reply #542 on: 23 September 2019, 08:28:08 »
I do think that Mechwarrior Destiny is a step in the right direction.

Maelwys

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Re: MechWarrior: Destiny
« Reply #543 on: 23 September 2019, 09:56:58 »
Well, submitted two bits of errata, I helped.

Varen

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Re: MechWarrior: Destiny
« Reply #544 on: 23 September 2019, 10:24:42 »
Hello,

Any chance to get form fillable character sheets, along with specific hardware sheets for each item including battle armor?

The_Livewire

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Re: MechWarrior: Destiny
« Reply #545 on: 23 September 2019, 11:32:16 »
Ok still digesting this, but I like what I see.

The narrative style is different, and does 'cater to a certain crowd'  kind of like any other RPG.  It isn't going to be for everyone, but for my Pathfinder peers, it should work.  We're all pretty RP heavy.  Now I just need to find time to run a session.

As to the 'use a point to bypass an obstacle' that's still resource management.  Still using a resource to complete a mission.  And it also only worked for one PC mind you. 

I don't see that as an issue, players do that all the time in other games.

Pathfinder Society "Ok, I want to burn a re-roll"
ATOW "I'm burning some edge."


Within the limits of 'plot twists' I can see it making for a challenging game.

Maurry the Mechwarrior has used Stealth, PErception, and Technician to get into the bay and is about to steal the prototype 'Mech.  He knows his buddies are giving him cover fire, but they've been having to soak a lot of damage with Plot points so the GM has a pool.

Maurry's player "Ok, I slide into the 'Mech's seat.  Plug my Neurohelmet in and rock this thing."
GM *spends a plot point* The system is password protected.
Carrie the ComStar Adept is down shooting with the others.  So she can't help on her turn.  Maury doesn't have computer skills.  So he can (maybe) try an untrained roll, but knows the odds are against him.
Maurry's player "I want to spend a plot point, the test pilot writes his password on a post-it on the monitor, so I can log it in."

If I'm the GM, I smile and let him do it.

I like this system.  IT allows me to throw obstacles and the other players to get around them.
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Tiger1833

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Re: MechWarrior: Destiny
« Reply #546 on: 23 September 2019, 12:19:27 »
is there a discord server for MW: Destiny?  My online rp group and I will be running a few test sessions to see how to works out. 

victor_shaw

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Re: MechWarrior: Destiny
« Reply #547 on: 23 September 2019, 12:42:03 »
is there a discord server for MW: Destiny?  My online rp group and I will be running a few test sessions to see how to works out.
Not sure but you could check the KS Discord, in on the KS site.

ActionButler

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Re: MechWarrior: Destiny
« Reply #548 on: 23 September 2019, 13:01:35 »
I also found it slightly troubling that each of the four Life Modules supposedly adds something to the character, but on p. 152 none of the Factions seem to contribute to the characters. Now, I would be fine with just one point in Protocol (maybe add specialties per Faction here?), but I think that some cultural differences could be made for the 3025 era as well as for later eras.

That's a really good point, a little more faction flavor would be great. I'd also like to see a mech added for each faction (right now, I think the only ones with a faction tag are the Valk, Commando, and Dragon).  You know, just so new players have an idea of where to start. I imagine that could be addressed with more life paths in an Inner Sphere sourcebook, but it would be nice to see something in the core rules.

I will say, the more time I go back to the book, the less I like the organization.  The example characters splitting the character creation rules in half is really clumsy. 

I know some people are frustrated with the relatively short list of skills, but I think I prefer that to a "specific skill for every situation" type of architecture.  Especially since the skills we do have are awfully large umbrellas. 

I definitely do not like the lack of explicit ranges for personal combat.  Even just providing the suggested ranges in a sidebar rather than the easy-to-miss paragraph would be an improvement, IMO.
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Pat Payne

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Re: MechWarrior: Destiny
« Reply #549 on: 23 September 2019, 13:05:13 »
I know some people are frustrated with the relatively short list of skills, but I think I prefer that to a "specific skill for every situation" type of architecture.  Especially since the skills we do have are awfully large umbrellas. 

That, and if it's anything like the list of traits, it looks like they're encouraging groups to make up their own to supplement.

The ranges is something I'd like put back in, just as "Close"-"near"-Far" is an invitation to arguments.

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Re: MechWarrior: Destiny
« Reply #550 on: 23 September 2019, 13:30:49 »
The ranges is something I'd like put back in, just as "Close"-"near"-Far" is an invitation to arguments.

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Maelwys

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Re: MechWarrior: Destiny
« Reply #551 on: 23 September 2019, 13:35:16 »
Are the skill tests way too random?

"Okay, you want to hack the mech's computer in the middle of the night while everyone else is asleep with no distractions? Sure, that's average difficulty." <rolls 3d6> "Oh, your target number is 18.

"Okay, you want to hack the mech's computer in the middle of the day, while a tech is pounding on the hatch, the alarms are going off, security is on its way, and you're pretty sure the Mech in the bay next to your is powered up since you can see the hands flexing, ready to rip you out of this mech. I'm going to say hard difficulty. <rolls 4d6> "Oh, your target number is...4."

I mean, conditional modifiers can bump it up to..7. yay?
« Last Edit: 23 September 2019, 13:38:43 by Maelwys »

Pat Payne

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Re: MechWarrior: Destiny
« Reply #552 on: 23 September 2019, 13:57:40 »


Well played, good sir, well played  8) :thumbsup:

Asgo

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Re: MechWarrior: Destiny
« Reply #553 on: 23 September 2019, 14:08:44 »
while talking skills, what kind of skill would you use to summon Cthulhu?

Animal handling might be a bit degrading, Leadership a bit presumptuous
I think Negotiation might be the best match, fits right in with bargaining and contracts. :)

Pat Payne

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Re: MechWarrior: Destiny
« Reply #554 on: 23 September 2019, 14:20:28 »
while talking skills, what kind of skill would you use to summon Cthulhu?

Probably you'd need Knowledge (Arcane Language), Knowledge (Necronomocon) and the "utterly, totally irredeemably bonkers" negative trait  ;D

Asgo

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Re: MechWarrior: Destiny
« Reply #555 on: 23 September 2019, 14:43:58 »
Probably you'd need Knowledge (Arcane Language), Knowledge (Necronomocon) and the "utterly, totally irredeemably bonkers" negative trait  ;D
on introspection, the last part should be a default pick. ;)

ActionButler

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Re: MechWarrior: Destiny
« Reply #556 on: 23 September 2019, 15:39:17 »
Are the skill tests way too random?

"Okay, you want to hack the mech's computer in the middle of the night while everyone else is asleep with no distractions? Sure, that's average difficulty." <rolls 3d6> "Oh, your target number is 18.

"Okay, you want to hack the mech's computer in the middle of the day, while a tech is pounding on the hatch, the alarms are going off, security is on its way, and you're pretty sure the Mech in the bay next to your is powered up since you can see the hands flexing, ready to rip you out of this mech. I'm going to say hard difficulty. <rolls 4d6> "Oh, your target number is...4."

I mean, conditional modifiers can bump it up to..7. yay?

That is an odd way to assign a difficulty threshold.  I'm definitely willing to give it a try, but I don't see the benefit over using a traditional scale.

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Ursus Maior

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Re: MechWarrior: Destiny
« Reply #557 on: 23 September 2019, 16:07:17 »
That's a really good point, a little more faction flavor would be great. I'd also like to see a mech added for each faction (right now, I think the only ones with a faction tag are the Valk, Commando, and Dragon).  You know, just so new players have an idea of where to start. I imagine that could be addressed with more life paths in an Inner Sphere sourcebook, but it would be nice to see something in the core rules.
Thanks, I was thinking something similar. I also think, the Inner Spere 3025 sourcebook should not be a thing, it should be this book for 3025 and that's it. Rather cut out the huge Clan section and make it a Clan Invasion (including 3050 IS) sourcebook that hits the streets one months after the MW:D core rules.

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I will say, the more time I go back to the book, the less I like the organization.  The example characters splitting the character creation rules in half is really clumsy.
Yes, it is very clumsy. Organisation is key in a new book, this needs to be re-arranged. And while at it, I would like to see 1-2 pages on how to run scenarios and campaigns, i. e. how to combine Mission Briefings. Because in no way are 1-4 scenes a whole adventure, more like a chapter of it. Most Mission Briefings will be over in 1-3 hours. That's barely a full session.

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I know some people are frustrated with the relatively short list of skills, but I think I prefer that to a "specific skill for every situation" type of architecture.  Especially since the skills we do have are awfully large umbrellas.
Yes, skills are fine IMHO. The only suggestion would be "specialisations" as an option for certain skills, such as "Protocol (Faction)". And "Language", languages should be a thing, they add flavor, too. Maybe that's what "Life Module: Faction" adds?
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Ursus Maior

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Re: MechWarrior: Destiny
« Reply #558 on: 23 September 2019, 16:09:44 »
That is an odd way to assign a difficulty threshold.  I'm definitely willing to give it a try, but I don't see the benefit over using a traditional scale.
Like "3.5 per die = 7/11/14?"

Or quasi-fixed as in "4/7/11 +1d6?"
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Fear Factory

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Re: MechWarrior: Destiny
« Reply #559 on: 23 September 2019, 16:45:18 »
When you choose a faction, and provide a backstory, I don't think it's required to have skill specializations. If you have "Protocol" or "Streetwise" and you're a merc from the Rasalhauge province, it should be enough.
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Maelwys

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Re: MechWarrior: Destiny
« Reply #560 on: 23 September 2019, 16:54:48 »
Ooops. There seems to be a major flaw.

You can destroy a fighter's bomb through a critical hit, but as far as I can tell, you can't actually bomb. Or Strike/Strafe.

I suppose these could all be fluffed as simple attacks with your Primary and other Weapon groups, but it seems odd for the critical to be there (none of the record sheets I've looked over seem to have spots for bombs)

Daryk

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Re: MechWarrior: Destiny
« Reply #561 on: 23 September 2019, 17:28:18 »
Page 65 is the diagram for using miniatures to determine range. The 'Mech-scale chart stops at Long Range at seven hexes/squares between attacker and target. The only reason the Personal-Scale chart goes past three hexes/squares between is to illustrate the comparison between Personal Scale and 'Mech Scale. Once you've got eight hexes between you and your target, you're out of range.

If you can point me to any BattleTech range chart other than the comparative 'Mech-Scale/Personal Scale one in MWD which includes an "Out of Range" bracket, I'll be quite surprised.
Ok, with page 42 as a reference, please tell me how you move out of Long Range (and not to Medium) without "Withdrawing"...

Maelwys

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Re: MechWarrior: Destiny
« Reply #562 on: 23 September 2019, 18:02:58 »
This is the latest errata report I've submitted. Its probably much too late, but I figured I could try.

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This is an RPG, there's bound to be conflict, but the descriptions of the various Houses and factions come across as bland and upbeat. This is the end of the Third Succession War, when Life is Cheap, BattleMechs aren't. There's little to no mention of things like the Skye Separatists, the power struggle between the various Davion March Lords, the poverty of the average Liao/Kurita commoner, etc. Its a very boring Inner Sphere that's being described to a new player.

That's in relation to the introduction to the Houses in the beginning of the books that come across as...well, glowing might be too nice of a word for it.
« Last Edit: 23 September 2019, 18:10:13 by Maelwys »

Scotty

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Re: MechWarrior: Destiny
« Reply #563 on: 23 September 2019, 18:06:40 »
Ok, with page 42 as a reference, please tell me how you move out of Long Range (and not to Medium) without "Withdrawing"...

Tbh if you're trying to move beyond long range to avoid enemy fire I feel like it's a pretty accurate description to call that withdrawing.
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Daryk

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Re: MechWarrior: Destiny
« Reply #564 on: 23 September 2019, 18:19:17 »
And I "un-withdraw" how exactly?  There are plenty of occasions to be out of "Long" range then close again.

Maelwys

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Re: MechWarrior: Destiny
« Reply #565 on: 23 September 2019, 18:25:55 »
Tbh if you're trying to move beyond long range to avoid enemy fire I feel like it's a pretty accurate description to call that withdrawing.

I dunno. I can see the point of attempting to get out of range while waiting for something to happen, without fully leaving combat.

Mendou

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Re: MechWarrior: Destiny
« Reply #566 on: 23 September 2019, 18:26:15 »
And I "un-withdraw" how exactly?  There are plenty of occasions to be out of "Long" range then close again.
In a tactical game, yes. In a narrative game, not so much.

Daryk

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Re: MechWarrior: Destiny
« Reply #567 on: 23 September 2019, 18:29:21 »
Maelwys hit the narrative angle to my question on the head.

Maelwys

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Re: MechWarrior: Destiny
« Reply #568 on: 23 September 2019, 18:38:33 »
I mean, lets say you've got a split party going. 3 members of your group is inside a bunker on an Davion military base, recovering proof that Galen Cox was the one that gave Atomic Annie the codes to the nukes she stole during the FedCom Civil War. The other member of the lance is outside in his Stealth. The plan is for him to cover the retreat of the other three members when they make their escape in a Pegasus hovercraft.

Oh no! The badguys have powered up a Sagittaire. The guy in the Stealth doesn't really want to deal with it for the next 3 minutes while the rest of the group goes through files showing that Cox was the one that paid to blow up the Archon. Is there a way for him to get out of range of the Sagittaire, but not far enough away that he can't get back to distract the enemy Mech when its time to get the Pegasus out with the important info?

I suppose it could just be handle narratively, "I get my Mech far far away!" but it seems clunky. Then again, it could be the system.

Mendou

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Re: MechWarrior: Destiny
« Reply #569 on: 23 September 2019, 18:40:20 »
Maelwys hit the narrative angle to my question on the head.
It's a one-sentence description of a tactical game maneuver, not a narrative game maneuver. The narrative version is more like "I'm going to duck and weave to avoid his fire until there's an opening".