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Thanks to everyone who has participated in this conversation so far, I have not been able to deeply dive into my own thoughts as I have been very busy at work/taking care of my health.
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I will try to dedicate some time next weekend to take a good look at all the editions of the MW RPG, see what works and what doesn’t, and provide feedback on the subject of a ATOW reprint, or a new revised edition (and if there is an audience for either of those options).
Having actually played in every version of Mechwarrior from 1st to AToW. I can say that they all had their pros and cons with none of them truly reaching the levels that were possible. A lot of the issues with Mechwarrior in all of its incarnations would have to be its origins as more of a expansion project then a companion to battletech so it never felt like a true RPG and come off as more of an optional pilot generator for Battletech.
Where games like D&D, Shadowrun, World of Darkness, Etc were focused on what they were, RPGs, Mechwarrior always came off as an expansion for Battletech. While this had some what been corrected by the time AToW came out, it seems that CGL jump right back into that perception with MW:Destiny.
Pros, Cons, and possible correction
Mechwarrior 1st EditionProsSimple Character creation.
Good Integration with Battletech.
ConsLack of any real support, outside a few NPC from the unit books.
Lack of career options: Mech, Aerospace, ComStar HPG was about it.
Overly engineered damage system.
CorrectionsLittle to no chance of truly correcting the game into a full RPG.
Mechwarrior 2nd EditionProseasy to learn system
Quick and clean character creation
Expanded players options for careers.
Large number of flexible skills to cover wider area of professions. (Career, Special Interest, Etc.)
One of the best vehicle combat/Battlearmor integration systems.
Intuitive combat and damage system.
Lots of supporting material.
ConsWhile careers were expanded, their was still a high focus on combat PCs.
Could make highly skilled, sometimes ever Elite single focus PCs out of the gate.
The smaller number of perceivable skills (Career, Special interest where not explained well till later) lead to hyper focused characters.
CorrectionsMost of the issues with careers can be fixed with broader MoS and FoS packages.
tweaking the Max skill rules for character creation can fix most Elite single focus PCs issues.
Some of these issues where fixed with the MechWarrior Companion for 2nd edition
Overall next to AToW one of the top two attempts at a RPG.
Mechwarrior 3rd Edition.ProsWell supported
Highly immersive Character creation system for players new to Battletech.
Lots of options for careers.
Fixed Elite single focus PCs issues.
ConsSwitch to 2d10 made combat integration a nightmare.
Same immersive Character creation system lead to near unplayable characters with some unlucky rolls.
The Fixes for the Elite single focus PCs issues lead to issues of underwhelming PCs that were subpar at their jobs
One of the worst character damage system in the editions.
game information spread over to many books (somewhat fixed with the MechWarrior Companion for 3rd edition ).
CorrectionsAs FASA and FANPRO went out of their way to try to fix this game and gave up I got nothing.
AToWProsSimple and easy to use game and damage system that manages to take involved concepts like armor penetration and resolve them in a single role.
Good amount of in universe and game information provided in the two corebooks (AToW, AToW Companion)
Fixed issues with underpowered PCs without swinging the opposite direction to overpowered PCs.
Most career flexibility of any of the Editions.
ConsThe switch to dices modifiers from variable TNs is not intuitive to most Battletech players, the core demographic of the game.
Layout is horrible and the overabundance of fluffy and artwork reduces available pages count by way more then is needed.
The vehicle combat integration system is overly written and does just the opposite of what a RPG integration system should due by make combat take more time then the base game.
Battlearmor integration is lost to create a new unneeded tactic system, that breaks RPG immersion to start a new side game.
Lack of immersive Character creation system. Everything is way to generic, losing the one good part about the MW3 system.
Way to many pointless calculations in the Character creation system that are dropped and redistributed later. Examples being, Field Skills and ridiculously small gains in Skills and Traits.
Character point system is calibrated way to high for its own good. 5,000 CP is just going way overboard and could easily be trimmed down to a more manageable level.
An overall lack of support, and I don't mean "the gun of the week".
Corrections.As with 2nd, the issues here can be corrected as most are not core to the games systems operation.
Lifepaths can be better focus to provide useful boosts to Skills and Traits.
With this trimming Lifepaths can be expanded to provide more flavor like unique academies, or jobs to get back some of the favor lost from 3rd.
Field Skills can be costed out tp provide the actual cost of the pack.
The vehicle combat system could be corrected to work with the Battletech system and not replace it.
Battlearmor could be better integrated into the RPG so it does not need it own system.
Overall AToW could be the best RPG system ever made for Battletech if the issues can be worked out.