Wow, now I feel better. I'll, er, just read up on MEGS a bit more, shall I?
I need to be more familiar with it if I'm thinking about running a game, and to make sure the system I came up with to give it a finer grain won't break it. Or to see that it really won't do so I can house rule it if the problems are minor or switch outright if it's more fundamental. I really, really like the way it divides up the stats, though, and the way it's open ended while still making it possible to handle vastly different absolute power levels with the same two tables.
How that works, is that AP scores can have + or - in between integer values, representing a 1-point modifier to the dice roll (for the attacker) or target number (for the defender) in the indicated direction since each target number is 2-3 pips difference apart when attacker and defender are in the same league, effectively making the benchmarks double every third step on the scale rather than at each step. This opens the range of scores likely to exist on a mecha considerably, as an example Strength would really only be plausible at four values using RAW (9-10-11-12 at 12-25-50-100 tons of exerted force, 9 being just enough to bust through a concrete wall while 11 is needed to tear up steel armor) while the expanded version ends up with a considerably greater range of differentiation:
It actually works out to be similar to to the Nasu-influenced (okay, several different anime, manga, and games, really) letter scale common in SB/SV quests, now that I look at it. The fact that this ends with a STR 12+ mecha being "leet" is just a humorous coincidence... though looking more closely at the listed benchmarks for what can be damaged instead of lift weight it should probably extend a bit further anyway. I need to get more familiar with it before I say for sure, though, because the pilot's TK would also modify the final value. The modifiers always come after the numerical score, because negative APs are still valid real number values: -2AP of time is one second, -4AP of weight is three pounds, and -6AP of money is 25 cents. -100AP is designated as the cutoff point arbitrarily close enough to zero.
--
"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
I need to be more familiar with it if I'm thinking about running a game, and to make sure the system I came up with to give it a finer grain won't break it. Or to see that it really won't do so I can house rule it if the problems are minor or switch outright if it's more fundamental. I really, really like the way it divides up the stats, though, and the way it's open ended while still making it possible to handle vastly different absolute power levels with the same two tables.
How that works, is that AP scores can have + or - in between integer values, representing a 1-point modifier to the dice roll (for the attacker) or target number (for the defender) in the indicated direction since each target number is 2-3 pips difference apart when attacker and defender are in the same league, effectively making the benchmarks double every third step on the scale rather than at each step. This opens the range of scores likely to exist on a mecha considerably, as an example Strength would really only be plausible at four values using RAW (9-10-11-12 at 12-25-50-100 tons of exerted force, 9 being just enough to bust through a concrete wall while 11 is needed to tear up steel armor) while the expanded version ends up with a considerably greater range of differentiation:
score = force
9- = 10t
9 = 12t
9+ = 16t
10- = 20t
10 = 25t
10+ = 33t
11- = 41t
11 = 50t
11+ = 66t
12- = 83t
12 = 100t
12+ = 133t
9- = 10t
9 = 12t
9+ = 16t
10- = 20t
10 = 25t
10+ = 33t
11- = 41t
11 = 50t
11+ = 66t
12- = 83t
12 = 100t
12+ = 133t
It actually works out to be similar to to the Nasu-influenced (okay, several different anime, manga, and games, really) letter scale common in SB/SV quests, now that I look at it. The fact that this ends with a STR 12+ mecha being "leet" is just a humorous coincidence... though looking more closely at the listed benchmarks for what can be damaged instead of lift weight it should probably extend a bit further anyway. I need to get more familiar with it before I say for sure, though, because the pilot's TK would also modify the final value. The modifiers always come after the numerical score, because negative APs are still valid real number values: -2AP of time is one second, -4AP of weight is three pounds, and -6AP of money is 25 cents. -100AP is designated as the cutoff point arbitrarily close enough to zero.
--
"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