Sciencegar

Giant Guardian Grievances: Nice system, but we have issues.

Aug 8th, 2012
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  1. Style Grievances (Can't really be dealt with by us without rewriting the game, as they're part of the design intent, seemingly)
  2. - The seperation of pilot and mecha is very blunt. Pilots really only add Genre Powers to their units, and things that should be pilot traits are instead Potential Upgrades.
  3. - Similarly, the guidelines for out-of-mech PCs having any effect on a mech fight are vague and don't seem to account for unusual equipment or special circumstances.
  4. - The Rules-light nature of the game leaves a lot of leeway for the GM, but simultaneously means the GM has less to based his rulings off of.
  5. - The game really seems to consider base characters to be relatively simple, like Gundam protagonists. Given that its designed as an SRW style game, which would imply a cast of psychics, cyborgs, unkillable supersoldiers, and people with alien blood, the starting options seem kind of shallow. Even if Abberant Options are made available with GM permission, theres a lot of stuff thats genre-appropriate but not here.
  6. - Similarly, the various restrictions on how much you can put where on a mech cut off a lot of mech concepts. Want to play a heavily armed and armored fortress unit with Dogfighter and Sharpshooter? Tough luck, only Dynamics can fit both of those. Oh, you wanted to Transform too, like in a certain show? Tough luck Michael. The option to pay UP to increase the size of ones Area Capacity, or somehow gain access to smaller parts, would make more concepts possible
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  8. Editting Grievances (Stuff thats unclear or abusable in the base game, without GM ruling)
  9. - The entire chargen and mech creation systems badly need to be made easier for lookup. A table that lists the different options and what page they're on would save a LOT of time and effort when making characters.
  10. - Options like Synchro Attack, Aide, Frames and the like have a high ratio of 'wait, what?' to usefulness. Its understood that they add flexibility at the cost of UP, but reading their text and really understanding how they work is a lot of effort, which adds to the headache of chargen.
  11. - Component and Aide: At a glance, it seems Component is strictly better than Aide. The Implication is that the subpilot only has an action with the enhancement and then only to Co-operate, but that begs the question of how the Component moves and acts when launching from the base ship. And for that matter, why you would ever not begin with it not attached (barring it appearing as a Mid-scene Upgrade), or ever seperate from it (unless its maimed, but if its maimed why would you abandon your subpilot in an ruined subunit?). And while the free Subpilot is nice, do they count as an Ally? If you buy Ally can they be the Subpilot? Can the subpilot die, and if so do they get replaced? I get that these questions might be answered by the GM, but some suggestions might be nice.
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  13. Rules Grievances (Stuff directly seen from play)
  14. - Movement Rules seem really restrictive, like large maps were deliberately not supposed to be used? Or that mechs without longrange weapons are supposed to spend multiple turns being pounded while they approach targets?
  15. - Many effects activate at Tension 10, but most battles only seem to last 3-4 turns. The game is silent on whether Tension 10 effects are supposed to only rarely come up, or if every battle is supposed to be drawn out for 10 turns with waves of mooks or tough multistage bosses.
  16. - The rules for using skills to defend yourself in Intermission seem contradictory at times. The game seems to imply you can use them in opposed test, but Offensive Actions AREN'T opposed tests, they're tests against a PCs defense score, which can't be improved by circumstance. The best one can do is impose a Disadvantage on them with Distrupt Actions, which won't help a 'spellcaster' character with high Forces but no way to block the bullets (which is listed as a legit use of the skill, but seems impossible as things are).
  17. - Superior Blueprints doesn't feel right. Its the only trait that gives these kinds of bonuses, and thus its the only way to truly 'max out' armor and/or mobility. Its not so much that it itself is unbalanced, but that it has a massive Oppurtunity Cost for not taking it.
  18. - There doesn't seem to be solid reasons given why the Support and Aid Another upgrades were made limited in use per operations. If someone is going to the trouble of making a support mech, why force them to start off with so many limits? The Support Upgrades, alright there might be an argument there, but why limit Guardian Manuver or Support Fire? They seem like they should be staple abilities, why not make them a bit more expensive and usable every turn? I'm not saying there aren't reasons to make them this way, I'd just be curious what these reasons are.
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  21. Homebrew wants (Stuff we want to add)
  22. - Theres a lack of a true 'Self-destruct' option for the dramatic excuse to get a new mech. Its left to PLOT.
  23. - More flexibility with Component: Maybe someone wants the Component but not the Subpilot, at a small discount? Or the subpilot, but no extra Upgrades, is that worth the full 5/10 PP?
  24. - Ejectable Armor: Component has no Threshold, nor does it bring enhancements to armor, so how does one model the addon armor seen on a lot of mecha? Is Frame really the right way to do this?
  25. - It feels like there should be a Charge action in Operations. Do nothing for a turn, gain 1 EN back. Is it breaking some invisible balance to have this? EN management being the issue it is, having no outs but base ships and people with Resupply puts a lot of pressure on the party to designate a 'Supplybot'.
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