Mechaton Rules Questions

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lumpley:
Sure! My pleasure.

Spotting: Yep, anybody. The restrictions in the book aren't bad, we've just gradually stopped caring about them, and they aren't going to be in the next edition.

Campaign rules: Me too. I have some ideas, but nothing concrete enough yet to share.

1) The game has great tolerance for little optional rules like these. We've played with all of them, variously, and none of them are broken. Try the ones that grab you!. Make up your own! Share what you come up with!

The additional non-move go for each extra initiative die looks like a bigger thing than it is. Give it a try for sure, if you're interested in it.

2) There is an important change to the vector movement rules. When you're thrusting, each 1 on your move die counts as only half a thrust, not as a whole thrust. To move your vector marker 3 units, in other words, you need a 5 or a 6 on your movement die. (Round up.)

3) In the new edition, a) you won't lower your defense or spot dice, and b) spots will add directly to the attack roll. A spot will turn a miss into a hit, a weak hit into a strong hit, and a strong hit into holy cow!

4) If your target needs a defense number, you switch to combat order and it becomes your target's turn next. This is so that your target can roll dice to get that defense number. If your target turns out to not need a defense number after all, your target doesn't roll dice and you just keep going in initiative order.

-Vincent

Keith:
Quote

3) In the new edition, a) you won't lower your defense or spot dice, and b) spots will add directly to the attack roll. A spot will turn a miss into a hit, a weak hit into a strong hit, and a strong hit into holy cow!

Yikes. Do spot dice work the same way, then? Do they just add to attack now? Or do they add to attack, PLUS you can choose to nab them and roll that many damage dice instead, the way you can now? Or did we ditch the old method entirely?

A and B are fighting. B has a spot on him. A targets him! Does A automatically have to use the spot, according to the new rule, changing his, let's say, 2 attack to a 5 attack, or does he get to decide to let it stay on there? Also, does the spot go away once used, like before, or do you have this horrible target on your head the entire game? I'm guessing it's exactly as before - you use the spot and it's gone, just now you add it to your damage roll instead of rolling X number of damage dice.

Oh, and this tiny little thing: It's legit to target someone who has a spot on them with another spot, right? We've been playing that you can do that, but that you HAVE to use the new spot, even if it's not as good as the first.

lumpley:
Yeah, in all other respects the same. A shoots B, B has a spot, A chooses to add the spot to his attack roll, and so discards the spot. If B's defense is 4, A's attack is 5, and the spot is 3, now A does 5+3-4=4 damage dice. If B's defense is 6, A's attack is 4, and the spot is 3, now A does 4+3-6=1 damage die.

We don't ever use rules that require you to remember which spot is the newer one or who placed which spot die or anything like that. If you're attacking someone with a spot, you choose whether to use it; if you're attacking someone with multiple spots, you choose which to use, if any.

My instinct is to say that heck, you can use all of them if you want, just add those suckers up. Why not? Their whole purpose of existence is to turn into damage dice.

-Vincent

Keith:
Okay, I've got like one more that I forgot in the last post, and then I'll be out of your hair, at least until we go play after our next shipments and come back with a thousand more Qs.

So, using the optional rule that a mech gets an additional go on each initiative die they roll:
- Are these additional goes optional, as in, if my mech rolls a 2 and a 7, I go on 2, can I get to 7 and choose not to take that next go?
- You mentioned in the Mechaton posts about re-rolling your defense on each additional go. How does that work? Do you gather up two white dice and whatever blue dice you have and roll them and pick, or do you just straight pick up your defense as it stands and reroll it?
- Can you spot and stuff still, seize stations, or is it only attacking?

lumpley:
Let's see.

Yes, you can skip your second go if you want to.

You roll all of your dice again, and assign a new defense die, plus make an attack and a spot (in both cases, that's if you have the requisite attachment and a legit target, of course). It's just a regular go, except that you don't get to move.

The reason you might skip your second go is to preserve a high defense number.

Good luck!

-Vincent

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