Actually, I can give the core mechanic of MEGS pretty quickly, though my terminology is probably off due to only having read through it myself for the first time in the past couple of days:
Stats are separated into Affect/Oppose, Effect Strength, and Resistance, for each of Physical, Mental, and Mystical, for a total of nine stats plus Initiative and Hero Points in a standard stat block.
roll 2d10 versus a target number determined by checking the doer and doee's affect/oppose stats on a chart, then see how much damage was done by comparing the strength versus (permanent) resist stats, this depletes the current total of the relevant Resist stat. With the same value of act/oppose stats, the target number is 11, while versus an opponent whose stat is five points higher than yours (32x more powerful) the TN is 18. Doubles add and roll again, but two ones is a critfail even if it comes at the end of a series of other doubles rolls.
If an action wouldn't change something's resist stat (picking up a steel block, for example, doesn't damage it, so no need to roll) then as long as the doer's stat is enough to accomplish it there's no roll required. Stats can be "pushed" by spending Hero Points, which also stand in for XP, but the way this is laid out in the rules is one of the things I'm a bit iffy on myself. Yes, it's two table lookups to deal with, but the way it actually works to use really appeals to me for a superheroes game. For mecha, though, I'm not so sure.
The mechanics of the d6 system are simple for the most part, just a standard dice pool with crits determined by an extra Wild Die, and even a 1 on the Wild Die is not necessarily a "critical failure," just "something happens that causes a complication." I'm mildly against dice pools, but not so much that the other aspects of the system don't still attract me. OpenD6 is the system that I lean to the most strongly at the moment for this, actually. In particular, you can crunch through the spell/psi power/etc. creation worksheet in about two minutes, as opposed to taking that long just to look up the pages you need in, say, Champions. Exploring it was a large part of the inspiration for YAPPIE/YIPPIE/YORKIE/whatver I call it this week, actually, and realizing that I was pretty much just rewriting it with different terminology and a dice size bump is why I only poke at that homebrew when a bunny really starts bouncing on my head.
Tri-Stat is roll-under on two dice of size X (variable depending on the campaign) with basic characteristics also divided in physical, mental, and mystical stats rated from 2 to 2X, plus a wide selection of skills and special abilities rated from 1 to X (with a few exceptions that cap lower or could go higher.) Some things about it are pretty cool, others come at what seems like an obvious point from a completely backwards direction - frex, if you have a character who's strong but not agile, you give them the Body score for the higher of the two, then use a Disadvantage to lower the other. It also tends to be a whole lot of miss-miss-miss or defend-defend-defend outside the middle range of stats for the power level, even when doer and opponent are evenly matched numerically.
Edit: fixed MEGS explanation, it's a defender 5 Attribute Points above you that's got a target number of 18 on 2d10, not 3AP. That small change and the way attribute contests work has now veered me sharply toward MEGS, after skimming through the OpenD6 and SWRPG2ER combat sections and failing to find any hints for dealing with cross-scale combat (human-on-vehicle, etc.) I'd probably need to define the various ESPer powers from scratch, but the existing powers list for DCHeroes can serve as a guide for that... I dunno, my confidence is not particularly high on the idea in general.
--
"Anko, what you do in your free time is your own choice. Use it wisely. And if you do not use it wisely, make sure you thoroughly enjoy whatever unwise thing you are doing." - HymnOfRagnorok as Orochimaru at SpaceBattles
woot Med. Eng., verb, 1st & 3rd pers. prsnt. sg. know, knows
Stats are separated into Affect/Oppose, Effect Strength, and Resistance, for each of Physical, Mental, and Mystical, for a total of nine stats plus Initiative and Hero Points in a standard stat block.
roll 2d10 versus a target number determined by checking the doer and doee's affect/oppose stats on a chart, then see how much damage was done by comparing the strength versus (permanent) resist stats, this depletes the current total of the relevant Resist stat. With the same value of act/oppose stats, the target number is 11, while versus an opponent whose stat is five points higher than yours (32x more powerful) the TN is 18. Doubles add and roll again, but two ones is a critfail even if it comes at the end of a series of other doubles rolls.
If an action wouldn't change something's resist stat (picking up a steel block, for example, doesn't damage it, so no need to roll) then as long as the doer's stat is enough to accomplish it there's no roll required. Stats can be "pushed" by spending Hero Points, which also stand in for XP, but the way this is laid out in the rules is one of the things I'm a bit iffy on myself. Yes, it's two table lookups to deal with, but the way it actually works to use really appeals to me for a superheroes game. For mecha, though, I'm not so sure.
The mechanics of the d6 system are simple for the most part, just a standard dice pool with crits determined by an extra Wild Die, and even a 1 on the Wild Die is not necessarily a "critical failure," just "something happens that causes a complication." I'm mildly against dice pools, but not so much that the other aspects of the system don't still attract me. OpenD6 is the system that I lean to the most strongly at the moment for this, actually. In particular, you can crunch through the spell/psi power/etc. creation worksheet in about two minutes, as opposed to taking that long just to look up the pages you need in, say, Champions. Exploring it was a large part of the inspiration for YAPPIE/YIPPIE/YORKIE/whatver I call it this week, actually, and realizing that I was pretty much just rewriting it with different terminology and a dice size bump is why I only poke at that homebrew when a bunny really starts bouncing on my head.
Tri-Stat is roll-under on two dice of size X (variable depending on the campaign) with basic characteristics also divided in physical, mental, and mystical stats rated from 2 to 2X, plus a wide selection of skills and special abilities rated from 1 to X (with a few exceptions that cap lower or could go higher.) Some things about it are pretty cool, others come at what seems like an obvious point from a completely backwards direction - frex, if you have a character who's strong but not agile, you give them the Body score for the higher of the two, then use a Disadvantage to lower the other. It also tends to be a whole lot of miss-miss-miss or defend-defend-defend outside the middle range of stats for the power level, even when doer and opponent are evenly matched numerically.
Edit: fixed MEGS explanation, it's a defender 5 Attribute Points above you that's got a target number of 18 on 2d10, not 3AP. That small change and the way attribute contests work has now veered me sharply toward MEGS, after skimming through the OpenD6 and SWRPG2ER combat sections and failing to find any hints for dealing with cross-scale combat (human-on-vehicle, etc.) I'd probably need to define the various ESPer powers from scratch, but the existing powers list for DCHeroes can serve as a guide for that... I dunno, my confidence is not particularly high on the idea in general.
--
"Anko, what you do in your free time is your own choice. Use it wisely. And if you do not use it wisely, make sure you thoroughly enjoy whatever unwise thing you are doing." - HymnOfRagnorok as Orochimaru at SpaceBattles
woot Med. Eng., verb, 1st & 3rd pers. prsnt. sg. know, knows