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Battletech meets Leviathans
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Vagabond
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PostPosted: 30-Jan-2013 08:14    Post subject: Battletech meets Leviathans Reply to topic Reply with quote

I have been working on a method based upon the Leviathans (monstersinthesky.com/) game mechanics for use in Battletech.

Leviathans uses different colored D12s that are numbered in a way so that they are roughly a d4 (green), a d6 (blue), a d8 (yellow), a d10 (red), and a d12 (black). You gather the different die, roll them, add them up, and compare to the enemies armor value for a specific sides area slot (determined by rolling a single white colored d6). So say in Leviathans a single destroyer class vessel fires a 88mm at long range with a newly trained crew at another destroyer's side that has moved, then you'd pick up a green die (long range 88 which would be printed on the unit card), a 2nd green die for a novice crew on that side (again, crew are printed on the card), and then a yellow die (side of enemy being shot and if they moved or not) and roll them with the white d6. green die 1 rolls a 3, green die 2 rolls a 2, and the yellow die rolls an 8 for a total of 13. you then look at the slot indicated by the white die (lets say a 2 on the left side) and see if 13 is => the armor value of that slot (lets say slot two is a 3in gun battery with an AV of 12). You would then have hit and destroyed that slot, disabling the gun.

Its easy to visually explain to players than a long list of modifiers.

I wondered if this could be done for battletech.

the result is this image:


Instead of pilot gunnery skills, ranges, movement,and enemy movement you would roll different colored dice. In order to hit a target, you need to equal or exceed 22. Movement MP, Damage, damage location (for now), critical hits (for now), heat, and piloting skill rolls are all handled via their original rules. Other modifiers like terrain and such are still a list of modifiers but are double their BT values and inverse (negatives rather than positive). Also, terrain can be simplified into light, heavy, and ultra terrain for the purpose of attack mods; Thus light woods, light smoke, and other terrain (or terrain conditions) that provide a +1 to-hit mod in BT would be said to provide light concealment and thus a -2 to-hit.
Thus in an example lets say a Regular pilot in a running Locust is shooting a medium laser from 5 hexes at a Centurion in the open who moved 4 hexes. Those of use familiar to BT instantly go 4+2+2+1=9 and roll their 2d6. In my system, you would grab a blue die, a yellow die, a yellow die, and a red die and then roll all four and add them.

In BT, you'd have a 27.78% chance of success. In my system you'd have a 23.44% chance of success. Roughly the same within a 5% variance.

The idea behind my system though is that people can easily understand that you grab this color, that color, that color, and that color; roll; and add. Its more clunky for us experienced players but is simple for new or casual players.

I have noticed, however, that the this mechanic does change once you start getting extremes. Let say we have an Elite pilot in a still Awesome firing a PPC at an Atlas moving only 2 hexes from 6 hexes away. In BT, 2+0+0+0=2 or 100%. My system, red die, black die, black die, and black die or a 69.46%. You loose some of the guarantee at the lower extreme.

Likewise, Let say we have an Elite pilot in a jumping Clint firing a PPC at an Atlas moving 5 hexes from 16 hexes away. In BT, 2+3+4+2=11 or 8.33%. My system, red die, blue die, green die, and yellow die or a 10.10%. You gain a bit at the upper extreme.

Mind you, this was all based on a 22 hit number. I originally thought about setting it at 18. Multiple tests have since moved it up and down. Just fyi, at 18 the above examples change to 23.44% -> 54.09% vs 27.78%; 69.46% -> 86.52% vs 100%; and 10.10% -> 36.77% vs 8.33%.

With a base Regular Pilot firing at an assumed target moving 5 hexes, the scenarios change from one extreme to another. Shooter standing still at short range: 6+; shooter still at long range: 10+; shooter jumping at short range: 9+; shooter jumping at long range: 13+; shooter walking at short range: 7+. Scenario 6: Target moves 3 hexes while shooter walking at short range: 6+. Scenario 6: Target still while shooter still at medium range: 6+.


Scenario #; 2d6; Color 22; Color 20; Color 18;
1: 06+ 72.22%; 46.64%; 59.98%; 72.31%
2: 10+ 16.67%; 17.75%; 30.69%; 46.01%
3: 09+ 27.78%; 24.48%; 38.48%; 53.88%
4: 13+ 00.00%; 01.30%; 05.99%; 16.75%
5: 07+ 58.33%; 39.43%; 53.56%; 67.29%
6: 06+ 72.22%; 46.61%; 60.08%; 72.57%
7: 06+ 72.22%; 46.64%; 59.98%; 72.31%

(Note: all numbers calculated here- anydice.com/)

As you can see, dependent upon which number you choose as your target number the more or less likely you are to hit outside of the percentages in base battletech. Hit about the same at low numbers then you'll hit better at high numbers; if you hit poorly at low numbers then you hit about the same at high numbers. It will result in a different game feel as more shots miss or hit. Based on the numbers, I would say you'd see longer ranged games with more maneuvering.

Is it perfect, no. an interesting idea, yes.
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PostPosted: 30-Jan-2013 10:48    Post subject: Battletech meets Leviathans Reply to topic Reply with quote

Never played Leviathans.

Why don't you teach yourself some PHP? That way I can put your creativity to use here! Smile
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