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Author Topic: Proposed House Rules for Mechwarrior Destiny  (Read 331 times)

Dahmin_Toran

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Proposed House Rules for Mechwarrior Destiny
« on: 06 September 2021, 14:01:51 »
With Mechwarrior Destiny out, I was thinking of coming up with a few changes to incorporate with Life Modules and other rules from ATOW:

     Ignore the Characteristics

     Use the Traits as a list of potential Traits to choose from in CharGen

     All the Skills with Positive points put them on the sheet as Level 0 Skills (can use with Hard skill checks)

Here are a few other changes I wanted to incorporate some other features of ATOW:

     Use Skills/Traits from ATOW

     Limit Positive/Negative Traits to 3 for Green, 4 for Regular, 5 for Veteran, 6 for Elite

     Include Extra Damage which would be a extra point of damage per 4 points of MOS (round down)

     Include Burst Fire which would be a extra point of damage per MOS (limit to ROF - use ATOW stats)

Finally here are some things I would like to do to incorporate Destiny with BT/AS:

     Use Destiny dice rules

     Use Gunnery/Piloting mods as negatives

     Instead of number of hexes moved, use the rules in Destiny to hit.

Please tell me what you think. Too OP? Too many Skills?

In addition, I would probably add a Trait and Skill from the Origins (i.e. Federated Suns) as well for additional flavor.

Bulletmeat

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Re: Proposed House Rules for Mechwarrior Destiny
« Reply #1 on: 29 November 2021, 18:39:11 »
I was comparing the skills of ATOW to Destiny and personally don't think you need to incorporate the others.  The Destiny lists seem more cleaned up then the others.  That's just my quick review and thought.
I do like your ideas about extra damage & burst fire.

Don't know $#!+ about the other stuff though.
"If you're the first out the door, that's not called panicking." -Tuld
I am lazy and probably have not read the whole thread when I posted this reply. Sorry.

 

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