Poll

Character creation layout

All character creations organized by stage with Clans and Innersphere mixed together.
Early stage character creations together with later stages separated for better organization.
Clans and Innersphere completely separated for better flow.
Other (Please explain)

Author Topic: MechWarrior Second Edition Optional rule.  (Read 61721 times)

Daryk

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Re: MechWarrior Second Edition Optional rule.
« Reply #150 on: 11 October 2021, 03:52:43 »
The problem with the Marine Combat Suit is in the construction rules.  Exoskeletons are totally available in 3025, but for some reason they tied environmental sealing to actual BA armor, which you don't get until after the Helm core now.  That's yet another pet rock of mine...

victor_shaw

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Re: MechWarrior Second Edition Optional rule.
« Reply #151 on: 11 October 2021, 07:06:55 »
The problem with the Marine Combat Suit is in the construction rules.  Exoskeletons are totally available in 3025, but for some reason they tied environmental sealing to actual BA armor, which you don't get until after the Helm core now.  That's yet another pet rock of mine...

Yeah, that's one of the nice things about the RPG. Since it really doesn't have construction rule you can just add a text saying it is environmental sealed.  :thumbsup:

And speaking of the Helm Core, I never quite got what they where going for in it's description. Is it;
1. Some type of large computer with engineering diagrams.
2. A engineers old flash drive/ what ever portable date storage they have
3. or just some star league library that just happened to have an engineering section. 
« Last Edit: 11 October 2021, 07:13:56 by victor_shaw »

DOC_Agren

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Re: MechWarrior Second Edition Optional rule.
« Reply #152 on: 11 October 2021, 14:40:02 »
Yep u can't have environmental sealing with BA..  so what is space suit?   8)

Like Victor, u can just say this has environmental sealing but make sure it is not as good as BA sealing.  What scary is looking at a Exosuit in 3025 and "armor" the user


Helm Core as I take, value. $0.002 is it was Star League Digital Library that was hidden as a "Just in case of emergency" you could rebuild from it.  Honestly the civilian tech should have been more valuable, now you could build those star league water filters again.  It was set up so it could be easy copied on to other data storage devices, unfortantly the 1 thing that no one seemed to have was to security key to direct decrypt the data.
"For the Angel of Death spread his wings on the blast, And breathed in the face of the foe as he passed:And the eyes of the sleepers waxed deadly and chill, And their hearts but once heaved, and for ever grew still!"

Daryk

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Re: MechWarrior Second Edition Optional rule.
« Reply #153 on: 11 October 2021, 15:42:03 »
Not an exoskeleton? ???

DOC_Agren

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Re: MechWarrior Second Edition Optional rule.
« Reply #154 on: 11 October 2021, 16:26:12 »
Not an exoskeleton? ???
I'm trying to get around the wording..  to slap armored on it.. and guns
"For the Angel of Death spread his wings on the blast, And breathed in the face of the foe as he passed:And the eyes of the sleepers waxed deadly and chill, And their hearts but once heaved, and for ever grew still!"

Daryk

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Re: MechWarrior Second Edition Optional rule.
« Reply #155 on: 11 October 2021, 16:35:52 »
The Marine Combat Suit has enough BAR to be Divisor 2, so it effectively has one point of tactical armor, and there are a number of Support Weapons with a crew of 1 (looking at Grenade Launchers especially).  That it's not encumbering is the real bonus (the Combat Space Suit only has Divisor 1, and is encumbering, for only 6 kg less).

victor_shaw

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Re: MechWarrior Second Edition Optional rule.
« Reply #156 on: 24 October 2021, 02:32:58 »
So work has slowed to a crawl due to me not feeling well, but I should have something in a week or two once I'm back on my feet

victor_shaw

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Re: MechWarrior Second Edition Optional rule.
« Reply #157 on: 31 October 2021, 01:02:12 »
While its been a long time in coming but here it is the first Beta of the Mechwarrior 2nd edition Character optional rules book one
As the name would suggest, this is the first of two books the second dealing with equipment and optional Combat/Equipment rules.

In this volume you will find rules for:
1. Optional Attribute generation.
2. Backgrounds
3. Alternate Master Priority and Vehicle charts for the BTUs multiple Eras.
4. Expanded Advantage and Disadvantages.
5. Expanded Skills and their use.
6. Academy packages for all the Factions not covered in the MW2 versions of the Field Manuals
7. Affiliation rules for both the 3025-3052 and 2400-2770 eras of play.
8. New Clan career Packages for both Combat and Non-Combat character
9. New Civilian COS (Career Occupational Skills) and HOS (Higher Occupational Skills)

And more.

As the Beta suggest this is a first in print draft of the rules.
Please look them over run them through the paces and provide some feedback on it.

Takiro

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Re: MechWarrior Second Edition Optional rule.
« Reply #158 on: 31 October 2021, 04:28:20 »
Very cool, looking it over now!

idea weenie

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Re: MechWarrior Second Edition Optional rule.
« Reply #159 on: 31 October 2021, 06:50:46 »
While its been a long time in coming but here it is the first Beta of the Mechwarrior 2nd edition Character optional rules book one
As the name would suggest, this is the first of two books the second dealing with equipment and optional Combat/Equipment rules.

In this volume you will find rules for:
1. Optional Attribute generation.
2. Backgrounds
3. Alternate Master Priority and Vehicle charts for the BTUs multiple Eras.
4. Expanded Advantage and Disadvantages.
5. Expanded Skills and their use.
6. Academy packages for all the Factions not covered in the MW2 versions of the Field Manuals
7. Affiliation rules for both the 3025-3052 and 2400-2770 eras of play.
8. New Clan career Packages for both Combat and Non-Combat character
9. New Civilian COS (Career Occupational Skills) and HOS (Higher Occupational Skills)

And more.

As the Beta suggest this is a first in print draft of the rules.
Please look them over run them through the paces and provide some feedback on it.

Spellchecking & grammar checking:
page 5:
In the "Master Character Table 2400-2770 (Age of War/Star League)" table, the asterisks for Race options 1 & 2 should be 1, 2, 3 instead of 1, 1, 2
"Human Priority (0): This represents Character from Independent/Periphery territories."
Based on the other options, change to:
"Human Priority (0): This represents Characters from Independent/Periphery territories."

"Battlemech did not exist prior to 2443. No character can gain this Priority during the Age of War, as no BattleMech where sold outside the military"
Change to:
"Battlemechs did not exist prior to 2443. No character can gain this Priority during the Age of War, as no BattleMechs were sold outside the military"


Page 6:
On the "Master Character Table 2860-2900 (Golden Century)" table:
"Note: Character created before 2860 use 2700-2770 chart. Character created after 2900 use the 3025-3052 chart."
Change to:
"Note: Characters created before 2860 use 2700-2770 chart. Characters created after 2900 use the 3025-3052 chart."

"Note: Do to Clan characters not being able to own any property, all character must take  Priority (0) for vehicles and be assigned a vehicle randomly by their commander/Clan"
Change to:
"Note: Due to Clan characters not being able to own any property, all Clan characters must take Priority (0) for vehicles and be assigned a vehicle randomly by their commander/Clan"
(This change should also be made to the "Master Vehicle Table 3025-3052" table, and the page 7 "Master Vehicle Table 3025-3052" table too)


Page 16:
The "Dropship Weight Table" has no option for 3 Advantage Points


Page 16-17:
"To determine how much debt a player character owes on his DropShip, roll 2D6. Combine the result with the number of points the player spent in choosing the DropShip weight, then consult the DropShip Debt Table."
Recommend change to:
"To determine how much debt a player character owes on his DropShip, roll 2D6 and add the number of points spent for the Dropship Advantage.  Look up that total value on the DropShip Debt Table."
Also since everyone would pay at least 1 point for the Dropship advantage, the first range of points would be 3-5, not 2-5


Page 17:
The "Title/Bloodname" chart, specifically the area of the region granted under the Land Grant advantage.  Going from 1 pt as a Knight to 2 pts as a Baronet is a 50* greater increase in land.  The ratio of increases is: x50, x2, x15, x33.  This would mean that anyone wanting to spend Advantage points on Title and Land Grant would always want to spend at least a total of 3 points (2 for the Baronet and 1 for the Land Grant).  One idea for a change is as follows:
Knight                                     250 sq. km
Baronet                                  500 sq. km
Baron                                  5,000 sq. km
Count                                50,000 sq. km
Duke                                500,000 sq. km
The reason for the Knight's massive increase in land area is because the other titles can be inherited, while the Knight must be awarded.  All others are just a x10 increase in land area.

Another idea might be where the points don't reflect land area, the value is in the amount of income.  So you might have a Duke who is responsible for six star systems, but those systems have no habitable planets and the few asteroid mining operations spend ~90% of their labor/resources on just maintaining their systems so the people don't die.  Another Duke might only have 50,000 sq km of land, but that land is some of the most fertile farming regions on New Avalon producing a rare form of food that people pay a lot for.  So instead of land area it would be reflected as net income, and would need to be balanced against the Wealth advantage:
1 pt - 5,000 C-Bills
2 pts - 50,000 C-Bills (same number of Advantage points as a Knight's Land grant)
3 pts - 500,000 C-Bills (same number of Advantage points as a Baronet's Land grant)
4 pts - 2M C-Bills (same number of Advantage points as a Baron's Land grant)
Off-hand, the values for Land Grant would be income per month, so it would take 200 months for a Knight's land grant to equal a 2-pt Wealth advantage, 1000 months for a Baronet's land grant to equal the 3-pt Wealth advantage, and 400 months for a Baron's land grant to equal a 4-pt Wealth advantage


page 18:
Disadvantages:
Addiction could be combined where the item you are addicted to is reflected in its rarity and the rate you want to consume it.  For example a noble might want a specific brand of wine from a specific planet, but they only drink it once a year.  Another person might be a multi-pack a day smoker, but their favorite cigarettes are sold everywhere.  This would mean removing "Addiction/Compulsion", and just having two tables under Addiction where one table would reflect rarity of the item, and the second is the frequency of desire for the item.  (Legality of the item would be covered under rarity).  For fear of heights, this would be the Phobia disadvantage (with similar charts of rarity and amount of debilitation).  Addictions are things the character actively pursues, while Phobias are things that the character actively avoids.

The "Quirks" disadvantage should be moved so the list is alphabetical

The "Debt" disadvantage should be created.  This would be made proportional to the Wealth advantage to reflect a person who took out a loan to buy their gear and now has to pay it off.  A small Debt means they were just missing the last few items, while a large Debt means they had to borrow a lot to get what they thought was needed.  Debt would be listed in terms of a certain amount of money needing to be paid back every month.  Higher amounts of debt could mean a larger loan, or you took the loan from some really nasty people.

(Similarly an Income Advantage could be created, but the income at a certain point cost would be less than the debt for the same point cost to avoid a player min-maxing their character so their Income advantage offsets their Debt disadvantage.  The income advantage would provide more money per month than the Title+Land Grant advantage, but lack the social aspects of the title)


page 21:
The last two words on the page are "A note".  Is something supposed to come after them?


page 26:
Clan Labor Caste package: you are getting effectively 11 skill points in exchange for the cost of 9 pts: (3+2+1 + 1 + 1 + 2+1).  Recommend increasing the number and value of Career skills, increasing the Drive skill, but making a note somewhere that Labor Caste will likely have the "Poverty" disadvantage and when among other Castes that the Labor caste will have the "Bad Reputation" disadvantage.

Merchant Caste: 23 skill pts for 16 cost points
Scientist Caste: 20 skill pts for 16 cost points
Technician Caste: 34 skill pts for 19 cost points
Scientist Caste needs more skills, Technician Caste needs fewer skills or a higher price.


General:
Several locations have "Aramis" instead of Amaris"

Daryk

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Re: MechWarrior Second Edition Optional rule.
« Reply #160 on: 31 October 2021, 07:51:14 »
Definitely interesting, though I'll say it basically looks like a stripped down life path system to me.  Do you have all the packages in a spreadsheet?  That would be easier for me to review.

victor_shaw

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Re: MechWarrior Second Edition Optional rule.
« Reply #161 on: 31 October 2021, 11:59:30 »
Definitely interesting, though I'll say it basically looks like a stripped down life path system to me.  Do you have all the packages in a spreadsheet?  That would be easier for me to review.

Addressing the easiest question first.

The Background and Affiliation sections are a conversion from the the 3rd edition life paths.
The academy section is a expansion from the pre-existing School sections of the Field Manuals during the MW2 edition era that were never completed  due to the switch over to 3rd edition.
No there are no spreadsheet for any of the schools as they where models off the existing School from FM DC/FWL/CS/Etc.
As for the Background and Affiliation they were built from the ground up using either a straight point cost (Backgrounds) or a formula  based off the priority level of that faction. Which basically breaks down to 1 Priority = 4 Skills, 3 Attribute, or 1 Advantage + A base starting set of points (4 I think) its been awhile.   :-\
« Last Edit: 31 October 2021, 12:28:34 by victor_shaw »

Daryk

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Re: MechWarrior Second Edition Optional rule.
« Reply #162 on: 31 October 2021, 12:25:47 »
That breaks down a bit with being from a Successor State equaling the equivalent of 1 Advantage point, but it makes sense otherwise.  I should have a spreadsheet put together by the end of next weekend.

victor_shaw

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Re: MechWarrior Second Edition Optional rule.
« Reply #163 on: 31 October 2021, 13:30:14 »

Page 17:
The "Title/Bloodname" chart, specifically the area of the region granted under the Land Grant advantage.  Going from 1 pt as a Knight to 2 pts as a Baronet is a 50* greater increase in land.  The ratio of increases is: x50, x2, x15, x33.  This would mean that anyone wanting to spend Advantage points on Title and Land Grant would always want to spend at least a total of 3 points (2 for the Baronet and 1 for the Land Grant).  One idea for a change is as follows:
Knight                                     250 sq. km
Baronet                                  500 sq. km
Baron                                  5,000 sq. km
Count                                50,000 sq. km
Duke                                500,000 sq. km
The reason for the Knight's massive increase in land area is because the other titles can be inherited, while the Knight must be awarded.  All others are just a x10 increase in land area.

Another idea might be where the points don't reflect land area, the value is in the amount of income.  So you might have a Duke who is responsible for six star systems, but those systems have no habitable planets and the few asteroid mining operations spend ~90% of their labor/resources on just maintaining their systems so the people don't die.  Another Duke might only have 50,000 sq km of land, but that land is some of the most fertile farming regions on New Avalon producing a rare form of food that people pay a lot for.  So instead of land area it would be reflected as net income, and would need to be balanced against the Wealth advantage:
1 pt - 5,000 C-Bills
2 pts - 50,000 C-Bills (same number of Advantage points as a Knight's Land grant)
3 pts - 500,000 C-Bills (same number of Advantage points as a Baronet's Land grant)
4 pts - 2M C-Bills (same number of Advantage points as a Baron's Land grant)
Off-hand, the values for Land Grant would be income per month, so it would take 200 months for a Knight's land grant to equal a 2-pt Wealth advantage, 1000 months for a Baronet's land grant to equal the 3-pt Wealth advantage, and 400 months for a Baron's land grant to equal a 4-pt Wealth advantage

The land areas are directly out of the Mechwarrior 2nd edition corebook Pg. 157. MW2 also provides a C-Bill per year income chart that the land provides which is where the balancing comes in. As this has a more liner progression then the land it grants due to the increased cost of maintaining large areas of land.

Knight                                    25,000 C-Bills
Baronet                                  50,000 C-Bills
Baron                                    100,000 C-Bills

page 18:
Disadvantages:
Addiction could be combined where the item you are addicted to is reflected in its rarity and the rate you want to consume it.  For example a noble might want a specific brand of wine from a specific planet, but they only drink it once a year.  Another person might be a multi-pack a day smoker, but their favorite cigarettes are sold everywhere.  This would mean removing "Addiction/Compulsion", and just having two tables under Addiction where one table would reflect rarity of the item, and the second is the frequency of desire for the item.  (Legality of the item would be covered under rarity).  For fear of heights, this would be the Phobia disadvantage (with similar charts of rarity and amount of debilitation).  Addictions are things the character actively pursues, while Phobias are things that the character actively avoids.

This is one I would leave to the GM. Seem a little to crunch even for me. But have at it, and if you would like to fully flesh it out, I could add it as a more advanced rule in the end appendixes created to you.

The "Quirks" disadvantage should be moved so the list is alphabetical

Quirks is the 1 point disadvantage in the (1-3) Compulsion range, that's why it's located were its at.

The "Debt" disadvantage should be created.  This would be made proportional to the Wealth advantage to reflect a person who took out a loan to buy their gear and now has to pay it off.  A small Debt means they were just missing the last few items, while a large Debt means they had to borrow a lot to get what they thought was needed.  Debt would be listed in terms of a certain amount of money needing to be paid back every month.  Higher amounts of debt could mean a larger loan, or you took the loan from some really nasty people.

(Similarly an Income Advantage could be created, but the income at a certain point cost would be less than the debt for the same point cost to avoid a player min-maxing their character so their Income advantage offsets their Debt disadvantage.  The income advantage would provide more money per month than the Title+Land Grant advantage, but lack the social aspects of the title)

See Addiction above

As for the Income Advantage, this again to me seems like a GM/Player discussion more then an advantage.
Personally, I don't care if the player wants to have a separate source of income outside what they normally do, but they would IMHO have to Roleplay it and not get it for just spending XP.

page 21:
The last two words on the page are "A note".  Is something supposed to come after them?

Forgot to expand the text box all the way in Publisher. Missing text should read (A note "must be made on the character sheet of the effected disadvantage by the player.")


page 26:
Clan Labor Caste package: you are getting effectively 11 skill points in exchange for the cost of 9 pts: (3+2+1 + 1 + 1 + 2+1).  Recommend increasing the number and value of Career skills, increasing the Drive skill, but making a note somewhere that Labor Caste will likely have the "Poverty" disadvantage and when among other Castes that the Labor caste will have the "Bad Reputation" disadvantage.

Merchant Caste: 23 skill pts for 16 cost points
Scientist Caste: 20 skill pts for 16 cost points
Technician Caste: 34 skill pts for 19 cost points
Scientist Caste needs more skills, Technician Caste needs fewer skills or a higher price.

Unfortunately pre-edit tables got into the draft.
the correct table should be
 Clan Caste Packages   Clan Caste Packages   
Cost   Skills   Level
(5)   Labor Caste   
   Administration   2
   Drive/Ground   2
   Career/ Any   1
      
      
Cost   Skills   Level
(14)   Merchant Caste   
   Administration   4
   Computer   3
   Appraisal   2
   Negotiation   1
      
      
Cost   Skills   Level
(19)   Scientist Caste   Scientist Caste
   Administration   3
   Computer   4
   Career/Any Science   3
   MedTech   3
      
Cost   Skills   Level
(14)   Technical Caste   Technical Caste
   Administration   2
   Perception   3
   Computer   2
   Technician/Any   3
   Technician/Any   2

The correct tables have been added and will be present in the final draft.


General:
Several locations have "Aramis" instead of Amaris"

Please note the Pg.#s and locations so I can correct this error.


All other error noted have been corrected ty for the proof read.
« Last Edit: 31 October 2021, 16:14:36 by victor_shaw »

victor_shaw

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Re: MechWarrior Second Edition Optional rule.
« Reply #164 on: 31 October 2021, 13:49:06 »
As for the Labor Caste will likely have the "Poverty" disadvantage and when among other Castes that the Labor caste will have the "Bad Reputation" disadvantage.

Poverty is not a thing in the Clans, you are given what you need to survive.
As for Bad Reputation, this assumes that a Clan warrior would take the time to notice a lower caste member.
Then you also have the question "does every player get the Bad Reputation disadvantage because the landed NPC in the game are higher social caste then them"

victor_shaw

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Re: MechWarrior Second Edition Optional rule.
« Reply #165 on: 31 October 2021, 16:13:11 »
So a few items for the 2nd draft.
1. Does it need a character creation outline or is it easy enough to figure out.
2. Are there any options that just don't work that I need to drop.
3. Are there any missing options that you would like to see added.

I'm thinking of added an appendix with more advanced rules and Forum requested extras that don't fit directly into the main book. I am open to ideas. Do note that if it is just a request with no rule ideas provided it will probably not make it into the first finished draft, as I still have work to do on other sections (book two) before I can start on new rules. Any request that come with basic rule ideas or just need editing will probably make it in.

Daryk

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Re: MechWarrior Second Edition Optional rule.
« Reply #166 on: 31 October 2021, 16:21:43 »
1) Yes, that would be helpful.
2) Not that I see.
3) Yes.  You've basically got a life path system that runs through Stage 3.  Adding Stage 4 modules will be a heavy lift, but honestly, you're over 80% of the way there already.

victor_shaw

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Re: MechWarrior Second Edition Optional rule.
« Reply #167 on: 31 October 2021, 17:12:09 »
1) Yes, that would be helpful.
2) Not that I see.
3) Yes.  You've basically got a life path system that runs through Stage 3.  Adding Stage 4 modules will be a heavy lift, but honestly, you're over 80% of the way there already.
1. I will see what I can do
2. Cool
3. Stage 4 is for lack of a better word "a game session without a game session". As I was not fond of the idea in AToW, I chose not to create it for MW2. But as I stated, if you want to write something up I will take a look and it may be added to the appendix as an option.
« Last Edit: 31 October 2021, 17:14:44 by victor_shaw »

Daryk

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Re: MechWarrior Second Edition Optional rule.
« Reply #168 on: 31 October 2021, 17:14:44 »
So green characters only out of character creation?  ???

victor_shaw

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Re: MechWarrior Second Edition Optional rule.
« Reply #169 on: 31 October 2021, 17:51:40 »
So green characters only out of character creation?  ???
Truth be told, I have never found any character created by the AToW system to be that much better then a green character or at the very best a low level regular without substantially ageing the character. One of the main issues with connecting character creation to age. That said, MW2 has a reputation for fairly powerful PCs to began with, which is why I tried to avoid combat skills and advantages in the backgrounds and affiliation when possible and only added culturally appropriate ones. This is also why you will find no Gunnery/Mech or Piloting/Aerospace in anything outside the Academies and MOS/FOS packages. Add to this that the rules for MW2 set a limit on starting skill level that you are normally at or at least close to by the end of Character creation and what would be the point of a 4th stage.

Daryk

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Re: MechWarrior Second Edition Optional rule.
« Reply #170 on: 31 October 2021, 18:24:19 »
More experience is explicitly about older characters.  A 20-year veteran should definitely be better at any number of things, slowed reflexes or no.

No argument at all about leaving combat skills out of packages that aren't combat training through Stage 3.

Stage 4 is about "real world" experience.  How else do you get ex-regular troops who "go" mercenary?  ???

victor_shaw

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Re: MechWarrior Second Edition Optional rule.
« Reply #171 on: 31 October 2021, 18:38:39 »
More experience is explicitly about older characters.  A 20-year veteran should definitely be better at any number of things, slowed reflexes or no.

No argument at all about leaving combat skills out of packages that aren't combat training through Stage 3.

Stage 4 is about "real world" experience.  How else do you get ex-regular troops who "go" mercenary?  ???

This is were we differ on things, while I agree that time in grade does bring experience. The idea that you/I have to be older to be good at something flies in the face of prodigies and natural talented people. The Black Widow and other famous NPCs like her were good out the gate and got better with age. The biggest problem with the AToW system is that it doesn't portray this well or in some cases at all.

That said, if you want to write up some ideas for a "4th stage" option I will look it over and add it to the appendix, if not there is no point in addressing it here.

Daryk

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Re: MechWarrior Second Edition Optional rule.
« Reply #172 on: 31 October 2021, 19:11:03 »
Sounds good... probably going to be next weekend before I can get to it, though. Thanks!  :thumbsup:

victor_shaw

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Re: MechWarrior Second Edition Optional rule.
« Reply #173 on: 01 November 2021, 21:07:57 »
So, since I am working on the battle armor section of book 2 right now.  I was wondering if enough of you  want me to expand them to include  protomechs to make it worth my time. Truth be told,  I couldn't care about them and it would be more a labor of request than a labor of  love.

idea weenie

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Re: MechWarrior Second Edition Optional rule.
« Reply #174 on: 02 November 2021, 02:50:40 »
Page 1:
Option #5, point 5: "The player is free to distribute these rolls among their Attributes as they see fix"
Change to:
"The player is free to distribute these rolls among their Attributes as they see fit"

Page 2:
Example: "As this leas to him failing one of the rolls, Jon washes out of Sibko training"
Chaange to:
"As this leads to him failing one of the rolls, Jon washes out of Sibko training"

The land areas are directly out of the Mechwarrior 2nd edition corebook Pg. 157. MW2 also provides a C-Bill per year income chart that the land provides which is where the balancing comes in. As this has a more liner progression then the land it grants due to the increased cost of maintaining large areas of land.

Knight                                    25,000 C-Bills
Baronet                                  50,000 C-Bills
Baron                                    100,000 C-Bills

The MW2 table is also wrong.  It should be reflecting the income, not the land area.  The income per year should be the primary driver of what is given, not the land size.  You can even se that a Knight has a massive 2500 C-Bills per sq km land income, the Baronet through Marquess have a ratio of 100 C-Bills/sq km, then the Duke has a ratio of 200 C-Bills/sq km.

A better Noble title/income chart would have had a large ratio for income per square kilometer at the Knight end, and the ratio getting smaller the higher you get in the social circles (to reflect that the higher ranking noble is cutting off a profitable location for a subordinate to maintain).  This reflects real life where you can have small regions that are highly profitable (i.e. a diamond mine), while an overall country would have a lot of land that is not profitable (i.e. the various national parks operated by the US government).

A key note for the Land Grant is that the character (and the other players) is expected to take care of and improve the Land.  This can be finding skilled personnel/teachers, getting tech samples/computer records, along with sometimes needing to defend the location from pirates. Part of the Noble title includes obligations, so the character may be called upon at time to defend their feudal superior when they would prefer to just sit and relax.

This is one I would leave to the GM. Seem a little to crunch even for me. But have at it, and if you would like to fully flesh it out, I could add it as a more advanced rule in the end appendixes created to you.

Quirks is the 1 point disadvantage in the (1-3) Compulsion range, that's why it's located were its at.

See Addiction above

Ah.  The options looked identical to the Compulsion header, so I thought they were separate disadvantages.  Since Psychosis has its own table, it should get its own header under disadvantages, rather than being part of "Compulsions"

How about this:
Compulsions: various conscious or subconscious habits or fears that negatively affect the character.  These can range from minor stuttering that occurs rarely, to debilitating addictions that must be satisfied on a daily basis or the character takes severe penalties.
Rate of occurrence:
1/year: 0 pts
1/month: 1 pt
1/week: 2 pts
1/day: 3 pts

Frequency of Compulsion/addiction availability
Available freely on-planet: 0 pts
Restricted access (requiring permits to get it locally): 1 pt
Not legally provided on the planet the character is located, but is provided within the nation you are in: 2 pts
Off-world only supply from a nation you are not in: 3 pts
If the item is illegal for the planet you are on, add 1 pt to the value of this disadvantage.


Phobias: various environmental or mental effects that can potentially debilitate the character.  Value of this disadvantage is based on how often the situation occurs and how harmful it is to the character.  GMs are encouraged to avoid a player using this disadvantage for free, such as a fear of drowning when deployed on a desert planet.  The die roll penalty applies to all die rolls where the character is having to think about the situation (i.e. rolling vs Body to heal would not be affected, but rolling Medtech skill would apply since that requires the character to think.)
Length of debilitation:
1 combat turn: 0 pts
1 hour: 1 pt
1 day: 2 pts
1 week: 3 pts

Penalty to the character:
1 pt penalty to die rolls: 1 pt
2 pts penalty to die rolls: 2 pts
3 pts penalty to die rolls: 3 pts
aso

For Quirks, I'd recommend removing them as they would be part of the character's personality rather than a debilitating effect.  Since 1 pt of Wealth is 5,000 C-Bills, I am having a difficult time seeing Addiction/Smoking as equal to 1 pt of Wealth.

As for the Income Advantage, this again to me seems like a GM/Player discussion more then an advantage.
Personally, I don't care if the player wants to have a separate source of income outside what they normally do, but they would IMHO have to Roleplay it and not get it for just spending XP.

A note can be added about buying or increasing the Income advantage needing lots of Roleplay during the game.

Income: the character has a source of money coming to them in the form of bank interest, stock portfolio, a trust fund, or a relative who sends you money each month, etc.  The nice part is that your character does not have to protect this income normally, you just receive the money.  This advantage is valued at the following rate:
50 C-Bills/month - 1 pt
500 C-Bills/month - 2 pts
5000 C-Bills/month - 3 pts
(this is set up where the monthly income equals the Wealth value if the character is willing to wait 100 months, or just over 8 years)

Debt: You owe money to some people, and they want their money back.  This can be a polite bank charging low interest and just wants a check every month, a payment sent off to help family/friends, all the way to the local loan shark who loaned you money at a horrible interest rate and has connections on other planets to make sure they get paid.  Debt disadvantage is measured as amount to be paid every month::
100 C-Bills/month - 1 pt
1000 C-Bills/month - 2 pts
10,000 C-Bills/month - 3 pts
(I just doubled the values for the Income to make the math easy)

Debt and Income can be bought with points during setup, but have to be bought with roleplay during the game.  To reduce a debt you have to pay 100 C-Bills to the debtor in order to reduce the amount of subsequent monthly payments by 1 C-Bill.  So if you every have a 3-pt Debt Disadvantage and want to pay it off in-game, you need to come up with a total of 1 million C-Bills.  Hope you can salvage a Mech soon.  You can even have a situation where someone has a Knight title with a land grant (MW2e has the Knight getting 25,000 C-Bills/yr), but the character also took 1 pt of Debt and has to pay a total of 1200 C-Bills every year.

Forgot to expand the text box all the way in Publisher. Missing text should read (A note "must be made on the character sheet of the effected disadvantage by the player.")

Unfortunately pre-edit tables got into the draft.
the correct table should be
 Clan Caste Packages   Clan Caste Packages   
Cost   Skills   Level
(5)   Labor Caste   
   Administration   2
   Drive/Ground   2
   Career/ Any   1
      
      
Cost   Skills   Level
(14)   Merchant Caste   
   Administration   4
   Computer   3
   Appraisal   2
   Negotiation   1
      
      
Cost   Skills   Level
(19)   Scientist Caste   Scientist Caste
   Administration   3
   Computer   4
   Career/Any Science   3
   MedTech   3
      
Cost   Skills   Level
(14)   Technical Caste   Technical Caste
   Administration   2
   Perception   3
   Computer   2
   Technician/Any   3
   Technician/Any   2

The correct tables have been added and will be present in the final draft.

MW2e only gave 12 pts to the Secondary Clan Mechwarrior package, or 16 pts to Clan Pilot or Elemental, yet Scientist gets 19 pts skills package, while the Merchant and Technical Castes get 14 pts each.  To me the Merchant, Scientist, and Technical Castes should be reduced to 12-pt cost and 18 skill pts (this is why the Secondary Mechwarrior is so cranky, as lower-caste personnel have similar education amounts as he does.

Laborer Package: 5 pts for 7 skill levels (2+1 + 2+1 + 1)
Merchant Package: 14 pts for 20 skill levels (4+3+2+1 + 3+2+1 + 2+1 + 1)
Scientist Package: 19 pts for 28 skill levels (3+2+1 + 4+3+2+1 + 3+2+1 + 3+2+1)
Technical Package: 14 pts for 21 skill levels (2+1 + 3+2+1 + 2+1 + 3+2+1 + 2+1)

For Laborer Caste, I'd be tempted to swap the Administration and Career skill points, to reflect that Laborers don't need to know more than the basics about getting their rations, but the Clans will want the Laborers to do a decent job.  From the MW2e book, the Clan Schools have a ratio of 1.5 skill points received per point of school cost, so I'd be tempted to add another 1-pt skill to the Laborer caste, or even bump up the skills and cost as follows:
Cost   Skills   Level
(8)   Labor Caste   
   Administration   1
   Career/ Any   2
   *Career/ Any   2
   Drive/Ground   2
   Medtech or Unarmed Combat   1
   Scrounge or Streetwise or Tinker   1
* The second Career Skill can be removed to increase the first Career Skill from a 2-pt skill to a 3-pt skill
The Medtech reflects basic urban health care that a Laborer can figure out and pass on to their friends, while Unarmed Combat reflects the basic fights that Laborers can get into.
The Scrounge/Streetwise/Tinker reflects that a Laborer will attempt to use various pieces of junk to accomplish small goals, or the Laborer knowing who to talk to in order to accomplish a goal.

The other idea would be putting certain skills as preferences among the different Castes.  I.e. the Merchant Caste package should Administration skill at 3, as keeping track of material is their job.  Scientist and Technical Castes would have Administration 2, as they do need to know some administrative capability to get the right resources.  Similarly, Technical Caste would start with the highest Computer Skill, as that is their purpose.


Please note the Pg.#s and locations so I can correct this error.

Page 25:
The Note at the end of the "Secret Warship/Insurgents Camps" has two cases of "Aramis" when it should be "Amaris"

All other error noted have been corrected ty for the proof read.

Can you attach the updated proof to the original post?


As for the Labor Caste will likely have the "Poverty" disadvantage and when among other Castes that the Labor caste will have the "Bad Reputation" disadvantage.

Poverty is not a thing in the Clans, you are given what you need to survive.
As for Bad Reputation, this assumes that a Clan warrior would take the time to notice a lower caste member.
Then you also have the question "does every player get the Bad Reputation disadvantage because the landed NPC in the game are higher social caste then them"

The Clans have a credit system that is reset every month so the Laborers have to work constantly since savings are not possible.  Plus the Clan system is far more harsh, as Laborer Caste is 4 levels below Warrior.  Imagine a PC that was a Knight trying to talk to a Duke and what would be involved.  The Bad Reputation would work to cover all the social difficulties involved.

victor_shaw

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Re: MechWarrior Second Edition Optional rule.
« Reply #175 on: 02 November 2021, 03:14:36 »
Page 1:
Option #5, point 5: "The player is free to distribute these rolls among their Attributes as they see fix"
Change to:
"The player is free to distribute these rolls among their Attributes as they see fit"

Page 2:
Example: "As this leas to him failing one of the rolls, Jon washes out of Sibko training"
Chaange to:
"As this leads to him failing one of the rolls, Jon washes out of Sibko training"

The MW2 table is also wrong.  It should be reflecting the income, not the land area.  The income per year should be the primary driver of what is given, not the land size.  You can even se that a Knight has a massive 2500 C-Bills per sq km land income, the Baronet through Marquess have a ratio of 100 C-Bills/sq km, then the Duke has a ratio of 200 C-Bills/sq km.

A better Noble title/income chart would have had a large ratio for income per square kilometer at the Knight end, and the ratio getting smaller the higher you get in the social circles (to reflect that the higher ranking noble is cutting off a profitable location for a subordinate to maintain).  This reflects real life where you can have small regions that are highly profitable (i.e. a diamond mine), while an overall country would have a lot of land that is not profitable (i.e. the various national parks operated by the US government).

A key note for the Land Grant is that the character (and the other players) is expected to take care of and improve the Land.  This can be finding skilled personnel/teachers, getting tech samples/computer records, along with sometimes needing to defend the location from pirates. Part of the Noble title includes obligations, so the character may be called upon at time to defend their feudal superior when they would prefer to just sit and relax.

Ah.  The options looked identical to the Compulsion header, so I thought they were separate disadvantages.  Since Psychosis has its own table, it should get its own header under disadvantages, rather than being part of "Compulsions"

How about this:
Compulsions: various conscious or subconscious habits or fears that negatively affect the character.  These can range from minor stuttering that occurs rarely, to debilitating addictions that must be satisfied on a daily basis or the character takes severe penalties.
Rate of occurrence:
1/year: 0 pts
1/month: 1 pt
1/week: 2 pts
1/day: 3 pts

Frequency of Compulsion/addiction availability
Available freely on-planet: 0 pts
Restricted access (requiring permits to get it locally): 1 pt
Not legally provided on the planet the character is located, but is provided within the nation you are in: 2 pts
Off-world only supply from a nation you are not in: 3 pts
If the item is illegal for the planet you are on, add 1 pt to the value of this disadvantage.


Phobias: various environmental or mental effects that can potentially debilitate the character.  Value of this disadvantage is based on how often the situation occurs and how harmful it is to the character.  GMs are encouraged to avoid a player using this disadvantage for free, such as a fear of drowning when deployed on a desert planet.  The die roll penalty applies to all die rolls where the character is having to think about the situation (i.e. rolling vs Body to heal would not be affected, but rolling Medtech skill would apply since that requires the character to think.)
Length of debilitation:
1 combat turn: 0 pts
1 hour: 1 pt
1 day: 2 pts
1 week: 3 pts

Penalty to the character:
1 pt penalty to die rolls: 1 pt
2 pts penalty to die rolls: 2 pts
3 pts penalty to die rolls: 3 pts
aso

For Quirks, I'd recommend removing them as they would be part of the character's personality rather than a debilitating effect.  Since 1 pt of Wealth is 5,000 C-Bills, I am having a difficult time seeing Addiction/Smoking as equal to 1 pt of Wealth.

A note can be added about buying or increasing the Income advantage needing lots of Roleplay during the game.

Income: the character has a source of money coming to them in the form of bank interest, stock portfolio, a trust fund, or a relative who sends you money each month, etc.  The nice part is that your character does not have to protect this income normally, you just receive the money.  This advantage is valued at the following rate:
50 C-Bills/month - 1 pt
500 C-Bills/month - 2 pts
5000 C-Bills/month - 3 pts
(this is set up where the monthly income equals the Wealth value if the character is willing to wait 100 months, or just over 8 years)

Debt: You owe money to some people, and they want their money back.  This can be a polite bank charging low interest and just wants a check every month, a payment sent off to help family/friends, all the way to the local loan shark who loaned you money at a horrible interest rate and has connections on other planets to make sure they get paid.  Debt disadvantage is measured as amount to be paid every month::
100 C-Bills/month - 1 pt
1000 C-Bills/month - 2 pts
10,000 C-Bills/month - 3 pts
(I just doubled the values for the Income to make the math easy)

Debt and Income can be bought with points during setup, but have to be bought with roleplay during the game.  To reduce a debt you have to pay 100 C-Bills to the debtor in order to reduce the amount of subsequent monthly payments by 1 C-Bill.  So if you every have a 3-pt Debt Disadvantage and want to pay it off in-game, you need to come up with a total of 1 million C-Bills.  Hope you can salvage a Mech soon.  You can even have a situation where someone has a Knight title with a land grant (MW2e has the Knight getting 25,000 C-Bills/yr), but the character also took 1 pt of Debt and has to pay a total of 1200 C-Bills every year.

MW2e only gave 12 pts to the Secondary Clan Mechwarrior package, or 16 pts to Clan Pilot or Elemental, yet Scientist gets 19 pts skills package, while the Merchant and Technical Castes get 14 pts each.  To me the Merchant, Scientist, and Technical Castes should be reduced to 12-pt cost and 18 skill pts (this is why the Secondary Mechwarrior is so cranky, as lower-caste personnel have similar education amounts as he does.

Laborer Package: 5 pts for 7 skill levels (2+1 + 2+1 + 1)
Merchant Package: 14 pts for 20 skill levels (4+3+2+1 + 3+2+1 + 2+1 + 1)
Scientist Package: 19 pts for 28 skill levels (3+2+1 + 4+3+2+1 + 3+2+1 + 3+2+1)
Technical Package: 14 pts for 21 skill levels (2+1 + 3+2+1 + 2+1 + 3+2+1 + 2+1)

For Laborer Caste, I'd be tempted to swap the Administration and Career skill points, to reflect that Laborers don't need to know more than the basics about getting their rations, but the Clans will want the Laborers to do a decent job.  From the MW2e book, the Clan Schools have a ratio of 1.5 skill points received per point of school cost, so I'd be tempted to add another 1-pt skill to the Laborer caste, or even bump up the skills and cost as follows:
Cost   Skills   Level
(8)   Labor Caste   
   Administration   1
   Career/ Any   2
   *Career/ Any   2
   Drive/Ground   2
   Medtech or Unarmed Combat   1
   Scrounge or Streetwise or Tinker   1
* The second Career Skill can be removed to increase the first Career Skill from a 2-pt skill to a 3-pt skill
The Medtech reflects basic urban health care that a Laborer can figure out and pass on to their friends, while Unarmed Combat reflects the basic fights that Laborers can get into.
The Scrounge/Streetwise/Tinker reflects that a Laborer will attempt to use various pieces of junk to accomplish small goals, or the Laborer knowing who to talk to in order to accomplish a goal.

The other idea would be putting certain skills as preferences among the different Castes.  I.e. the Merchant Caste package should Administration skill at 3, as keeping track of material is their job.  Scientist and Technical Castes would have Administration 2, as they do need to know some administrative capability to get the right resources.  Similarly, Technical Caste would start with the highest Computer Skill, as that is their purpose.


Page 25:
The Note at the end of the "Secret Warship/Insurgents Camps" has two cases of "Aramis" when it should be "Amaris"

Can you attach the updated proof to the original post?


The Clans have a credit system that is reset every month so the Laborers have to work constantly since savings are not possible.  Plus the Clan system is far more harsh, as Laborer Caste is 4 levels below Warrior.  Imagine a PC that was a Knight trying to talk to a Duke and what would be involved.  The Bad Reputation would work to cover all the social difficulties involved.

At work right, will take a look at your  advantage/disadvantages  when I get home.
As for the Clan packages, the calculation is 2/3 of the points spent not1.5..

Was not planning  on posting  the updated version till I got the second book  done but if it will help I'll make the effort.

Daryk

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Re: MechWarrior Second Edition Optional rule.
« Reply #176 on: 02 November 2021, 03:25:48 »
No need for protos as far as I'm concerned.

Takiro

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Re: MechWarrior Second Edition Optional rule.
« Reply #177 on: 02 November 2021, 05:06:02 »
No need for protos as far as I'm concerned.

Ditto for me

victor_shaw

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Re: MechWarrior Second Edition Optional rule.
« Reply #178 on: 02 November 2021, 07:20:07 »
Page 1:
Option #5, point 5: "The player is free to distribute these rolls among their Attributes as they see fix"
Change to:
"The player is free to distribute these rolls among their Attributes as they see fit"

Page 2:
Example: "As this leas to him failing one of the rolls, Jon washes out of Sibko training"
Change to:
"As this leads to him failing one of the rolls, Jon washes out of Sibko training"

Corrected  ;)

The MW2 table is also wrong.  It should be reflecting the income, not the land area.  The income per year should be the primary driver of what is given, not the land size.  You can even se that a Knight has a massive 2500 C-Bills per sq km land income, the Baronet through Marquess have a ratio of 100 C-Bills/sq km, then the Duke has a ratio of 200 C-Bills/sq km.

A better Noble title/income chart would have had a large ratio for income per square kilometer at the Knight end, and the ratio getting smaller the higher you get in the social circles (to reflect that the higher ranking noble is cutting off a profitable location for a subordinate to maintain).  This reflects real life where you can have small regions that are highly profitable (i.e. a diamond mine), while an overall country would have a lot of land that is not profitable (i.e. the various national parks operated by the US government).

A key note for the Land Grant is that the character (and the other players) is expected to take care of and improve the Land.  This can be finding skilled personnel/teachers, getting tech samples/computer records, along with sometimes needing to defend the location from pirates. Part of the Noble title includes obligations, so the character may be called upon at time to defend their feudal superior when they would prefer to just sit and relax.

This is one of those areas that I did not create the Advantages (Title/Land Grant), they exist in the core rules already, I just expanded them. Anything of this level I would put in the appendix as an advanced option.

Ah.  The options looked identical to the Compulsion header, so I thought they were separate disadvantages.  Since Psychosis has its own table, it should get its own header under disadvantages, rather than being part of "Compulsions"

How about this:
Compulsions: various conscious or subconscious habits or fears that negatively affect the character.  These can range from minor stuttering that occurs rarely, to debilitating addictions that must be satisfied on a daily basis or the character takes severe penalties.
Rate of occurrence:
1/year: 0 pts
1/month: 1 pt
1/week: 2 pts
1/day: 3 pts

Frequency of Compulsion/addiction availability
Available freely on-planet: 0 pts
Restricted access (requiring permits to get it locally): 1 pt
Not legally provided on the planet the character is located, but is provided within the nation you are in: 2 pts
Off-world only supply from a nation you are not in: 3 pts
If the item is illegal for the planet you are on, add 1 pt to the value of this disadvantage.


Phobias: various environmental or mental effects that can potentially debilitate the character.  Value of this disadvantage is based on how often the situation occurs and how harmful it is to the character.  GMs are encouraged to avoid a player using this disadvantage for free, such as a fear of drowning when deployed on a desert planet.  The die roll penalty applies to all die rolls where the character is having to think about the situation (i.e. rolling vs Body to heal would not be affected, but rolling Medtech skill would apply since that requires the character to think.)
Length of debilitation:
1 combat turn: 0 pts
1 hour: 1 pt
1 day: 2 pts
1 week: 3 pts

Penalty to the character:
1 pt penalty to die rolls: 1 pt
2 pts penalty to die rolls: 2 pts
3 pts penalty to die rolls: 3 pts
aso

For Quirks, I'd recommend removing them as they would be part of the character's personality rather than a debilitating effect.  Since 1 pt of Wealth is 5,000 C-Bills, I am having a difficult time seeing Addiction/Smoking as equal to 1 pt of Wealth.
1. Compulsion is not a Disadvantage by itself, it's a header for a group of disadvantages.
2. The chart for Psychosis is not a progression, you choose one when you take the 3 point Compulsion (Psychosis)
3. Obviously you don't smoke, I spend over 3,000 a year on cigarettes and I only smoke 1/2 a pack a day. 

A note can be added about buying or increasing the Income advantage needing lots of Roleplay during the game.

Income: the character has a source of money coming to them in the form of bank interest, stock portfolio, a trust fund, or a relative who sends you money each month, etc.  The nice part is that your character does not have to protect this income normally, you just receive the money.  This advantage is valued at the following rate:
50 C-Bills/month - 1 pt
500 C-Bills/month - 2 pts
5000 C-Bills/month - 3 pts
(this is set up where the monthly income equals the Wealth value if the character is willing to wait 100 months, or just over 8 years)

I would go with a lot shallower progression on this one. I tend to follow the old RPG adage that if it's something you must have its overpowered.

Debt: You owe money to some people, and they want their money back.  This can be a polite bank charging low interest and just wants a check every month, a payment sent off to help family/friends, all the way to the local loan shark who loaned you money at a horrible interest rate and has connections on other planets to make sure they get paid.  Debt disadvantage is measured as amount to be paid every month::
100 C-Bills/month - 1 pt
1000 C-Bills/month - 2 pts
10,000 C-Bills/month - 3 pts
(I just doubled the values for the Income to make the math easy)

Debt and Income can be bought with points during setup, but have to be bought with roleplay during the game.  To reduce a debt you have to pay 100 C-Bills to the debtor in order to reduce the amount of subsequent monthly payments by 1 C-Bill.  So if you every have a 3-pt Debt Disadvantage and want to pay it off in-game, you need to come up with a total of 1 million C-Bills.  Hope you can salvage a Mech soon.  You can even have a situation where someone has a Knight title with a land grant (MW2e has the Knight getting 25,000 C-Bills/yr), but the character also took 1 pt of Debt and has to pay a total of 1200 C-Bills every year.

This seems ok until you take into account that a regulars level MechWarrior makes 1,500 a month with most other expenses covered (Food/Lodging/Transportation/Etc.). So for most character, this would seem like a free advantage point. And that's why I tend to avoid Disadvantages like this.

MW2e only gave 12 pts to the Secondary Clan Mechwarrior package, or 16 pts to Clan Pilot or Elemental, yet Scientist gets 19 pts skills package, while the Merchant and Technical Castes get 14 pts each.  To me the Merchant, Scientist, and Technical Castes should be reduced to 12-pt cost and 18 skill pts (this is why the Secondary Mechwarrior is so cranky, as lower-caste personnel have similar education amounts as he does.

Laborer Package: 5 pts for 7 skill levels (2+1 + 2+1 + 1)
Merchant Package: 14 pts for 20 skill levels (4+3+2+1 + 3+2+1 + 2+1 + 1)
Scientist Package: 19 pts for 28 skill levels (3+2+1 + 4+3+2+1 + 3+2+1 + 3+2+1)
Technical Package: 14 pts for 21 skill levels (2+1 + 3+2+1 + 2+1 + 3+2+1 + 2+1)

For Laborer Caste, I'd be tempted to swap the Administration and Career skill points, to reflect that Laborers don't need to know more than the basics about getting their rations, but the Clans will want the Laborers to do a decent job.  From the MW2e book, the Clan Schools have a ratio of 1.5 skill points received per point of school cost, so I'd be tempted to add another 1-pt skill to the Laborer caste, or even bump up the skills and cost as follows:
Cost   Skills   Level
(8)   Labor Caste   
   Administration   1
   Career/ Any   2
   *Career/ Any   2
   Drive/Ground   2
   Medtech or Unarmed Combat   1
   Scrounge or Streetwise or Tinker   1
* The second Career Skill can be removed to increase the first Career Skill from a 2-pt skill to a 3-pt skill
The Medtech reflects basic urban health care that a Laborer can figure out and pass on to their friends, while Unarmed Combat reflects the basic fights that Laborers can get into.
The Scrounge/Streetwise/Tinker reflects that a Laborer will attempt to use various pieces of junk to accomplish small goals, or the Laborer knowing who to talk to in order to accomplish a goal.

The other idea would be putting certain skills as preferences among the different Castes.  I.e. the Merchant Caste package should Administration skill at 3, as keeping track of material is their job.  Scientist and Technical Castes would have Administration 2, as they do need to know some administrative capability to get the right resources.  Similarly, Technical Caste would start with the highest Computer Skill, as that is their purpose.

Before we go forward with this conversation, I have to know that you understand how Clan packages work. As some of your statements seem to show an pattern of thinking they work in a way that they don't.

Clan packages are the cost of all the skills in the package
Level     Cost
1            1
2            3
3            6
4           10

Then the total cost is reduced by 1/3 so that the final cost is 2/3 (rounded up) of the total points in the package.

Example: Scientist Caste
   Administration 3 (6), Computer 4 (10), Career/Any Science 3 (6), MedTech 3 (6) = 28 Total points

28 * 2/3 = 18.66666667 or 19

Page 25:
The Note at the end of the "Secret Warship/Insurgents Camps" has two cases of "Aramis" when it should be "Amaris"

Corrected ;), Also a note: The page numbers on my working copy (Publisher) are not the same as the Beta copy (PDF) as I have spaces for indexes/Credits/Missing entries/section expansion/works in progresses/Etc. So like you have done most of the time, table/section names are more helpful then page numbers.

Can you attach the updated proof to the original post?

As it is a project to create the PDF from the unfinished source file, I would prefer to limit the number of times I have to do it. But if it is necessary I can.

The Clans have a credit system that is reset every month so the Laborers have to work constantly since savings are not possible.  Plus the Clan system is far more harsh, as Laborer Caste is 4 levels below Warrior.  Imagine a PC that was a Knight trying to talk to a Duke and what would be involved.  The Bad Reputation would work to cover all the social difficulties involved.

Again this is something I would add as an GMs option and not make a set part of the package.

idea weenie

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Re: MechWarrior Second Edition Optional rule.
« Reply #179 on: 03 November 2021, 11:12:47 »
This is one of those areas that I did not create the Advantages (Title/Land Grant), they exist in the core rules already, I just expanded them. Anything of this level I would put in the appendix as an advanced option.

True, I see where the Viscount and Marquess ranks were removed in your table.  From your table, it looks like the current annual incomes (and pts cost for it) are:
2 pts - Knight + Land Grant = 25,000 C-Bills
3 pts - Baronet + Land Grant = 50,000 C-Bills
4 pts - Baron + Land Grant = 100,000 C-Bills
5 pts - Count + Land Grant = 1,500,000 C-Bills
6 pts - Duke + Land Grant = 100,000,000 C-Bills

If you added back in the Viscount and Marquis noble ranks, that would change the middle of the chart to:
3              Baron                                1,000 sq. km
4              Viscount                            5,000 sq. km
5              Count                               15,000 sq. km
6              Marquis                            100,000 sq. km
7              Duke                                500,000 sq. km

Which would change the incomes to:
4 pts - Baron + Land Grant = 100,000 C-Bills
5 pts - VisCount + Land Grant = 500,000 C-Bills
6 pts - Count + Land Grant = 1,500,000 C-Bills
7 pts - Marquis + Land Grant = 10,00,000 C-Bills
8 pts - Duke + Land Grant = 100,000,000 C-Bills

This reduces the income for 5 pts of Advantages from 1.5 million C-Bills to 500,000 C-Bills (2/3 reduction), and the 6 pt advantage would be reduced from 100M C-Bills to 1.5M C-Bills (98.5% reduction).  At this point change I recommend removing the land area listing, and just providing the income for that Noble Rank.

Another change might be making the Land Grant cost more if it is granting a larger source of income.  So a Land Grant for a Knight would cost 1 pt, a Land Grant for a Baronet would cost 2 pts, aso.  Add a rule where a Land Grant point value cannot exceed the points value of the noble title (so no Knight with a Duke's Land Grant).  This allows for a noble who only has the title and barely any money to support their family, giving the GM lots of potential as that character attempts to regain their family's financial status.  If a character wants a low noble title and still receive lots of money, they would have to purchase the Income advantage.

The "Land Grant" advantage description would be changed to something like the following:
"A Land Grant is a formal name for a source of income and some surrounding land that has been granted to the noble character, where the noble is expected to protect the income source and attempt to improve it as well.  This income source can be an ancient civilian fusion reactor that provides power to a city, a military factory that produces combat vehicles/equipment, an ore refinery station in an asteroid belt, a spaceport that handles industrial material, or a chunk of farmland of varying output per square kilometer.  The surrounding land is often used to place supporting buildings and military strongpoints to defend the income source, and rarely serves as a source of income on its own.  Examples of this would include the land around a fusion reactor being allocated to the family home/administration center, along with security checkpoints and rapid-response bunkers/turrets to prevent raiders from damaging the reactor.  The player and GM should work together to help define what this source of income should be, attempting to fit the income stream to the character's personality and skills, plus what the GM has planned for the storyline."


The Marquis and Duke noble ranks would be unavailable at character creation.


1. Compulsion is not a Disadvantage by itself, it's a header for a group of disadvantages.
2. The chart for Psychosis is not a progression, you choose one when you take the 3 point Compulsion (Psychosis)
3. Obviously you don't smoke, I spend over 3,000 a year on cigarettes and I only smoke 1/2 a pack a day. 

$3000/yr = $250/month, and if 1 C-Bill = $5(USD), then you had a 'debt' of 50 C-Bills per month.


The key issue in this base PDF is that the header format for the Compulsions is identical to the sub-categories, and it could make people think they are separate categories.  One idea might be to change the headers to:
(2) Compulsion/Addiction:
(3) Compulsion/Psychosis:
(1) Compulsion/Quirk:

The Compulsion/Psychosis would also get a note of "Note: Listed as Psychosis/Type of Psychosis  Example: Psychosis/Paranoia", similar to the other Compulsions


This lets players keep going through the disadvantages alphabetically, and lets them see that the three are semi-related.

I would go with a lot shallower progression on this one. I tend to follow the old RPG adage that if it's something you must have its overpowered.

I was basing the Income and Debt values off the Wealth advantage, which is:
1 pt - 5,000 C-Bills
2 pts - 50,000 C-Bills
3 pts - 500,000 C-Bills

Income is 1/100 these values, and Debt is 1/50 these values.  I wanted the Income value to be easy to calculate, yet also take a long time to become equal to the initial chunk of cash from the Wealth advantage.  Debt for a specific point value had to be higher than the Income value, so I just doubled the Income value.  Should the amount for Debt be higher, and if so how much?

For numbers comparison, the 2-pt advantage of Knight + Land Grant provides 25,000 C-Bills per year, or about 2,000 C-Bills per month, compared to my 2-pt "Income" advantage of 500 C-Bills/month.  The Noble advantage also has hidden advantages where the character can get into certain parties easier, but the Land Grant also has disadvantages where the PC needs to protect their land and respond to feudal duties. To me that means a 2-pt Debt cannot be higher than 2,000 C-Bills per month.

This seems ok until you take into account that a regulars level MechWarrior makes 1,500 a month with most other expenses covered (Food/Lodging/Transportation/Etc.). So for most character, this would seem like a free advantage point. And that's why I tend to avoid Disadvantages like this.

The Mechwarrior is also risking their primary source of income in every battle, so if they lose their Mech they still have the debt.  Hope the player put a few points into non-Mech skills.

Before we go forward with this conversation, I have to know that you understand how Clan packages work. As some of your statements seem to show an pattern of thinking they work in a way that they don't.

Clan packages are the cost of all the skills in the package
Level     Cost
1            1
2            3
3            6
4           10

Then the total cost is reduced by 1/3 so that the final cost is 2/3 (rounded up) of the total points in the package.

Example: Scientist Caste
   Administration 3 (6), Computer 4 (10), Career/Any Science 3 (6), MedTech 3 (6) = 28 Total points

28 * 2/3 = 18.66666667 or 19

We are going from opposite directions.  I was taking the package cost and multiplying it by 1.5 to get skill points provided, you were going with skill points provided and multiplying that by 2/3 to get package cost.  A sneaky stunt might be to make sure the total cost of all the skills in a package is a multiple of 3, that way the cost of the package is an even number.

My concern is that for the Merchant/Scientist/Technician the total skill values might be too high.  A Secondary Mechwarrior gets access to a package costing 12 skill pts and providing a total of 18 skill pts of skills:
Gunnery/Mech - 3 (3+2+1 = 6 skill pts)
Leadership - 1 pt (1 = 1 skill pt)
Medtech - 1 pt (1 = 1 skill pt)
Piloting/Mech - 2 pt (2+1 = 3 skill pts)
Small Arms - 2 pt (2+1 = 3 skill pts)
Survival - 1 pt (1 = 1 skill pt)
Tactics - 1 pt (1 = 1 skill pt)
Tech/Mech - 1 pt (1 = 1 skill pt)
Unarmed Combat - 1 pt (1 = 1 skill pt)
(6+1+1+3+3+1+1+1+1 = 18 skill pts, in a package costing 12 pts.)

But the Merchant has a package costing 14 pts, the Technical Caste has a package costing 14 pts, and the Scientist Caste has a package costing 19 pts.  As a comparison the existing Aerospace pilot and Elemental packages cost 16 pts each.  The Laborer Caste package costing 5 pts to get 7 skill pts seems a bit small. 

Corrected ;), Also a note: The page numbers on my working copy (Publisher) are not the same as the Beta copy (PDF) as I have spaces for indexes/Credits/Missing entries/section expansion/works in progresses/Etc. So like you have done most of the time, table/section names are more helpful then page numbers.

As it is a project to create the PDF from the unfinished source file, I would prefer to limit the number of times I have to do it. But if it is necessary I can.

Good point.  I'll try to keep the section names in any corrections I find

Again this is something I would add as an GMs option and not make a set part of the package.

Sounds good

 

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