From: Brian Bilderback <bbilderback@h...>
Date: Fri, 7 Feb 2003 13:02:32 -0800 (PST)
Subject: DS: II vs III generic system, and more on Walkers vs Mecha (OH SO LONG)
> --- B Lin <lin@rxkinetix.com> wrote: *SNIP A BUNCH* Thiswhole thread leads me back to some things I'd like to see from DS III: 1. A completely generic costing system completely independent from any capacity system. 2. An optional capacity system,roughyl based on the current DSII system, but highly revamped, which would be useful for introductory play and/or play within the Tuffleyverse. 3. Supplemental publications for: A. Application of the DS system to different genres/backgrounds, including optional rules and construction systems tied into said backgrounds (e.g. a Hammer's Slammers DS Supplement or a War of the Worlds supplement, etc.) B. Expanded rules for specific unit types to simulate all the optional ways different backgrounds handle given units (e.g. an expanded Walkers supplement covering what we've been discussing, or a supplement on different ways Grav is treated in different backgrounds) Granted, all of this is probably pipe dreams, but at least I know what I want, even if I may never get it. Having said all that, I noticed right away how divergent Binhan's view of walkers/mecha are from, say, Symon, or my own, or Brian Bell's. We all have different ideas. If the system's generic, it shouldn't preclude any of those. So for that reason, I'm going to propose more distinct levels of differentiation between walkers than I did before. Apply as many as you want, and PLEASE, help me with some ideas for different rules for operation of each type. I'd suggest you apply only those types which fit the background/genre you play. Here goes: 1. Manga This would cover your classic Anime mecha such as Robotch or Gundam, with their fully articulated appendages, better-than-human reflexes, and amazing abilities to jump, dodge, fine manipulation, etc. Binhan's ideas would definitely apply to these walkers. 2. Mecha Slightly less amazing than Manga, these cover such backgrounds as Battletech and Heavy Gear, where walkers still show some impressive agility and ability to manouver. I like using the word Mecha and not humanoid for these because, at least in battletech, there are many non-humanoid bipedal mechs with just as much agility as the humanoid ones, they'd still fall into this category. 3. NMH (Non-Manga/Mecha Humanoid) This would cover walkers such as WH40K Titans, dreadnoughts, etc., and any background with walkers that, while normal vehicles in performance, still show vaguely humanoid traits, advantages, and limitations (weapon/equipment appendages where we have arms, humanoid gait, cockpit or sensor pod where our head is, etc.). Current combat walker rules seem to fit this category to a T. 4. NHB (Non-Humanoid Bipedal) AT-St's, etc. These walk upright, with two legs, but have a variety of different gaits and ways of mounting weapons. I'll have to think about these. 5. Tripods Tri, Pod. 'nuff said. Haven't given them much thought. 6. Tall Multipods AT-AT's, Goliaths, Thunder Stallions, etc. Almost exclusively 4-legged. Stable, huge. Definitely still suffer from the height +1 signature. Suggestions: Allow same weapon construction as any other ground vehicle. 7. Low-slung multipods B-tech Tarantulas and Scorpions, etc. Can be 4, 6, or 8-legged, more than that would probably be rare if at all. Insectoid or arachnoid legs configuration provides lower signature, more nimble terrain ability, but limits weapon configurations because they get in the way. Eliminate the +1 signature, but also maybe apply some of Symon's weapon mounting limitations.