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Author Topic: Destiny and Classic BattleTech  (Read 1057 times)

Adeodatus

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Destiny and Classic BattleTech
« on: 25 October 2020, 23:04:31 »
I saw in some ad copy that MW: Destiny has optional rules for integrating with Classic BattleTech. What's the gist of those, and how well do they work?

Dahmin_Toran

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Re: Destiny and Classic BattleTech
« Reply #1 on: 26 October 2020, 17:11:05 »
Mostly just converting Gunnery/Piloting Skills. I have not tried them yet.

Adeodatus

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Re: Destiny and Classic BattleTech
« Reply #2 on: 26 October 2020, 18:33:23 »
Mostly just converting Gunnery/Piloting Skills. I have not tried them yet.

So there's a way to figure out what your character's Classic BattleTech Gunnery and Pilot skills would be based on their Destiny stats?

Sartris

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Re: Destiny and Classic BattleTech
« Reply #3 on: 26 October 2020, 23:48:13 »
yes there is a table that translates Destiny stats to the conventional piloting/gunnery

Adeodatus

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Re: Destiny and Classic BattleTech
« Reply #4 on: 27 October 2020, 09:45:43 »
Thank you for the reply!

It sounds like it could be a way to do a rules lite / semi-free form game outside of the mechs that you could then translate to the board game when it comes time for battle. I'll do some more poking around about it and maybe check it out.

I suppose that the community may be in a strange spot since there are two different games to choose from right now.

Adeodatus

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Re: Destiny and Classic BattleTech
« Reply #5 on: 29 October 2020, 17:43:59 »
Well I got the book and I'm pretty impressed so far. I like that you can not only translate your MWD characters into Total Warfare rules, you get a whole subsystem for making TW characters such as you find on the little mech cards, with gunnery/pilot ratings and special pilot abilities. I like those SPAs and it seems like you could either do a freeform campaign using mainly TW rules (and just playing very rules light outside of the mechs), or create a hybrid game that uses MWD outside the mechs and TW on the battlefield.

Obviously I might revise my opinion when I get a chance to try it, but so far this looks to be exactly what I was hoping for.

Atlas3060

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Re: Destiny and Classic BattleTech
« Reply #6 on: 31 October 2020, 23:28:10 »
Glad to hear you found an edition of the RPG to enjoy!  :thumbsup:
I'd recommend picking up earlier edition scenario books for ideas on adventures you could run. True they may not be in Destiny stats but that doesn't stop a decent story to romp through somewhat.
Stone wasn't cryo frozen. He just got stuck in a freezer Hans Moleman style and we felt bad about it. So we made up this lie.

NeonWolf

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Re: Destiny and Classic BattleTech
« Reply #7 on: 07 November 2020, 14:31:50 »
I've been running a Total Warfare campaign for the last 4 months using the Destiny Total Warfare XP system. It has worked rather well but some of the SPA's are game-breaking. Jumping Jack is just broken, hands down. We have tried making it like Lucky where you only get to use it twice a game but it is still extremely strong.

I'd like to figure out how to incorporate the Chaos Campaign Tracks into this XP system because it drastically reduces all of the record keeping you have to do. Some of the other changes we've made were sharing XP for kills with everyone on the table to keep individual players from pulling too far ahead of the others.

Things I would change in a future campaign would be to either use a Random Assignment Table or a drastically reduced availablity list for mech choice. This time I allowed players to pick any mech from the Mercenary list in the Clan Invasion Era from the MUL. Players that were more min/max had an edge over players that didn't really know one mech from another when they were choosing them.

Sartris

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Re: Destiny and Classic BattleTech
« Reply #8 on: 07 November 2020, 14:35:01 »
I had a random SPA system and one of my players rolled Jumping Jack and Weapon Specialist. He chose medium pulse laser.

It was almost as funny as Oblique Attacker + Range Master: Long

Adeodatus

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Re: Destiny and Classic BattleTech
« Reply #9 on: 07 November 2020, 18:17:14 »
I've been running a Total Warfare campaign for the last 4 months using the Destiny Total Warfare XP system. It has worked rather well but some of the SPA's are game-breaking. Jumping Jack is just broken, hands down. We have tried making it like Lucky where you only get to use it twice a game but it is still extremely strong.

I'd like to figure out how to incorporate the Chaos Campaign Tracks into this XP system because it drastically reduces all of the record keeping you have to do. Some of the other changes we've made were sharing XP for kills with everyone on the table to keep individual players from pulling too far ahead of the others.

Things I would change in a future campaign would be to either use a Random Assignment Table or a drastically reduced availablity list for mech choice. This time I allowed players to pick any mech from the Mercenary list in the Clan Invasion Era from the MUL. Players that were more min/max had an edge over players that didn't really know one mech from another when they were choosing them.

OK wow, yeah Jumping Jack looks pretty extreme.

Maybe you get one free use of your SPA per battle, and you can activate it additional times by spending an Edge point. Just a thought.

NeonWolf

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Re: Destiny and Classic BattleTech
« Reply #10 on: 03 December 2020, 18:57:56 »
OK wow, yeah Jumping Jack looks pretty extreme.

Maybe you get one free use of your SPA per battle, and you can activate it additional times by spending an Edge point. Just a thought.