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| #1rikijiMay 28, 2009 0:46:48 | Here's a basic framework for introducing powered armor suits and mecha into a 4E game. It builds on 3 concepts - a hardsuit, which is basically a set of armor with integrated weapons; a mecha, which is a special class of mount; and the mecha pilot, which is an 'alternate progression class' available only as a hybrid or multiclass. I'm still working on an initial set of powers, but I'm looking at using both the Spellscarred multclass and the Monk total discipline powers as base frameworks. Anyways, feedback on the concepts so far is appreciated. Hardsuit Hardsuit At its basic level, a hardsuit is a set of armor with integrated “hard-points” for attaching weapons and other accessories and a series of hardened plates that provide the wearer an improved unarmed attack. Hardsuits are treated as normal armor, but require additional hardsuit proficiency to utilize fully. Hardsuits are heavier and bulkier than normal armor of the same type but are designed to tap into the wearer’s personal energy reserves to provide powered assist to movement. Because of this powered assist, hardsuits have the same armor check penalty as normal armor of their type. If you are not proficient in the hardsuit, you cannot tap into the powered assist and take an additional -2 to armor check penalties and a -1 penalty to attack rolls and Reflex defense. This penalty is in addition to any penalty for wearing armor you’re not proficient with. Hardsuits include an improved unarmed strike. If you are not proficient in the hardsuit you can use the attack but do not gain its proficiency bonus. Below are the basic stats for a hardsuit: Hardsuit Armor Bonus Check Speed Price Weight Hardsuit (Cloth) - - - 11 7 Hardsuit (Leather) +2 - - 35 20 Hardsuit (Hide) +3 -1 - 40 30 Hardsuit (Chain) +6 -1 -1 50 50 Hardsuit (Scale) +7 - -1 55 55 Hardsuit (Plate) +8 -2 -1 60 60 Attack Prof Damage Range Group Properties Unarmed Strike +2 d6 - Unarmed Off-hand Magic hardsuits follow the same masterwork progression as magic armor. A hardsuit’s enhancement bonus applies to AC, to attack and damage rolls for weapon powers made with its improved unarmed strike, and to attack and damage rolls for implement powers that can be used through a hardsuit. You must be fully proficient with a hardsuit to use its powers and properties. The critical effect of a hardsuit applies to any critical hit rolled when using the hardsuit as a weapon or implement. The purchase price of a magic hardsuit is twice that of a permanent magic item of its level. Treat it as an item two levels higher than it is for treasure tables. Magic Hardsuit Level 1+ A basic yet effective enchanted hardsuit. Lvl 1 +1 720 gp Lvl 16 +4 90000 gp Lvl 6 +2 3600 gp Lvl 21 +5 550000 gp Lvl 11 +3 18000 gp Lvl 26 +6 2250000 gp Armor: Any Enhancement: AC, attack rolls and damage rolls Critical: +1d6 damage per plus Attached and Embedded Components Hardsuits can use attached and embedded components similar to those designed for warforged. Use the rules for attached and embedded components found in the warforged article (Dragon 364). Items attached or embedded to the hardsuit are worn when the hardsuit is worn and removed when the hardest is removed. The hardsuit can attach or embed equipment specifically designed for warforged. |
| #2rikijiMay 28, 2009 0:50:37 | Reserved |
| #3ManaTranceMay 28, 2009 9:22:43 | Been watching too much Escaflowne, eh? ;) After a quick read through, I have a few comments. Why the complicated choice of an alternate progression class instead of a series of feats, a paragon path/epic destiny combo, or just a whole new class? The latter options, to my mind, would provide greater flexibility to the player without having to learn a new game mechanic. Also, why have the soft requirement to wear a "hardsuit" to pilot/operate one of these arcane machines? It would seem to me that, in a fantasy world, no such technical contrivance would be necessary... unless the mecha system was designed by old-style tinker gnomes. |
| #4rikijiMay 28, 2009 9:59:06 | Nothing wrong with Escaflowne although this system is probably closer to Bubblegum Crisis. Paragon path / epic destiny combos are simply too late in character progression. I'm interested in a system that is valid throughout a character's career. That said, PP / ED options are a reasonable extension, but I still need a base system that works from level 1. A feat based system would basically need to function as a multiclass to balance, so it's best to use the existing structure. Adding the hybrid provides more build options for the character. I could create a new class (or classes) but that's an immense amount of work, and I'm not convinced the turnaround would be worth the investment. As is, the system allows for a huge amount of flexibility and plays with existing game mechanics, so I'm good with the approach. The requirement to wear a "hardsuit" is fairly consistant with the source material but is probably more fluff than substance. The concept allows for having a giant robot suit but also lets the character function in environments where such a suit would be impossible without sacrificing the 'mecha-ness' of their chraracter. I could let the mecha be piloted by anybody, but that reduces the distinctiveness of the mecha-pilot option. |