d20 Future & Robotech

Post/Author/DateTimePost
#1

inkedmsd

Feb 18, 2009 14:53:28
In our custom d20 future campaign we are using a lot of mecha from the Robotech game. However we are having some difficulty converting things over. Is there a thread that works with Robotech to D20 Future conversion?
#2

Waylan_Wolf

Feb 18, 2009 15:31:01
there used to be, but it was on the D20 Future board, and that's gone now...
If you can get your hands on D20 Future Tech, that will help you alot in converting Robotech Mecha to d20. My only suggestion would be to multiply the range and damage of mecha weapons by 4 and multiply the range and damage of starship weapons by 10. otherwise, they will suck compared to modern tanks and jet fighters.
#3

narukagami

Feb 18, 2009 15:53:43
Let me make life a little easier for you.

To put it bluntly, the d20 Future mecha rules are crap. So your first step would be to find a new ruleset. I strongly recommend the d20 Mecha rules, which you can find for free in the link in my sig.
Now, the book "d20 Mecha Compendium" by Dream Pod 9 has a batch of example mecha in it that are just veritech fighters by a different name. Essentially what you want to do is stat the fighter, gerwalk mode, and battroid mode, then connect them with the transforming feature.
#4

Waylan_Wolf

Feb 18, 2009 16:15:07
don't sugar coat it... tell us how you really feel.;)
I've never played D20 Mecha... how compatible is it with the Modern Core Rules?
#5

AnimeSniper

Feb 18, 2009 16:48:02
Let me make life a little easier for you.

To put it bluntly, the d20 Future mecha rules are crap. So your first step would be to find a new ruleset. I strongly recommend the d20 Mecha rules, which you can find for free in the link in my sig.
Now, the book "d20 Mecha Compendium" by Dream Pod 9 has a batch of example mecha in it that are just veritech fighters by a different name. Essentially what you want to do is stat the fighter, gerwalk mode, and battroid mode, then connect them with the transforming feature.

I recently purchased the above title in red and it does have the veritech type fighters under different names...
And broke things can be fixed like the damgae dice for the power core in future tech... I feel that the depending on the mecha size refers also to the Power Core that is installed so keep the dice for Large sized units and then I am working on the increase for each size higher
#6

narukagami

Feb 18, 2009 16:49:24
I've never played D20 Mecha... how compatible is it with the Modern Core Rules?

Vastly more compatible than d20 Future. :P

Actually, its perfectly in-line with how vehicles are statted in the core rulebook, but broken down into a point-based construction system.
#7

Cyber-Dave

Feb 18, 2009 16:55:48
It is a much better product than d20 Future ever was.

I mean, I am still not convinced d20 Future was actually DESIGNED for use with d20 Modern. I had to do as much conversion/house ruling/re-writing with that book as I have ever had to do bringing things from one system into another.

Worst book I ever bought.

Worst...

*starts twitching*

book...

*twitching*

...bombs...

*twitching*

The bombs are dropping! The explosions!

*twitching*

Duck before they get you damn it, duck!

*dives towards narukagami*
#8

Waylan_Wolf

Feb 18, 2009 17:04:19
Vastly more compatible than d20 Future. :P

Actually, its perfectly in-line with how vehicles are statted in the core rulebook, but broken down into a point-based construction system.

what I meant was is the core mechanic the same? do you still use the 6 basic classes and then multiclass into advanced classes? etc...
I get the point that the construction rules are better. I'm just asking if you have to do any character conversions to play or is it just an add on module like say urban arcana?
#9

AnimeSniper

Feb 18, 2009 17:10:19
Amazon.com had a few copies of the D20 Mecha Compendium last I checked so give me a second..... here you are both Hardcover and Paperback http://www.amazon.com/s/ref=nb_ss_b?url=search-alias%3Dstripbooks&field-keywords=D20+Mecha+Compendium&x=7&y=8

God I hate Price-gouging resellers... $236 for a hard copy still thats 8 $30 books at base priced... need to check with my local book resellers downtown to see if they can get D20 stuff

Edit: another search resulted this on amazon; http://www.amazon.com/s/ref=nb_ss_b?url=search-alias%3Dstripbooks&field-keywords=D20+Mecha+
#10

Cyber-Dave

Feb 18, 2009 17:32:24
what I meant was is the core mechanic the same? do you still use the 6 basic classes and then multiclass into advanced classes? etc...
I get the point that the construction rules are better. I'm just asking if you have to do any character conversions to play or is it just an add on module like say urban arcana?

The product is not really about classes at all (from what I remember). Its pretty much just an equipment product for use with a d20 system game rules (thus d20 Modern). Its like Green Ronin's Ultramodern Firearm rules. It is fully compatible with the d20 Modern system.
#11

narukagami

Feb 18, 2009 17:34:57
what I meant was is the core mechanic the same? do you still use the 6 basic classes and then multiclass into advanced classes? etc...
I get the point that the construction rules are better. I'm just asking if you have to do any character conversions to play or is it just an add on module like say urban arcana?

Its just vehicle construction rules, no more. So there aren't any new classes or feats or anything, its just building vehicles for d20-based games. Particularly for Modern, but can actually be used with D&D just as easily.
#12

Waylan_Wolf

Feb 18, 2009 18:01:08
Its just vehicle construction rules, no more. So there aren't any new classes or feats or anything, its just building vehicles for d20-based games. Particularly for Modern, but can actually be used with D&D just as easily.

Awesome!
#13

shinobi_guyver

Feb 18, 2009 18:28:30
The D20 Mecha Compendium Deluxe Edition is one of my most favorite purchases for D20 Modern (aside from the core rulebook). Definitely worth the money.

I got lucky and found it for $20 on ebay. =D
#14

TheRealOrion

Feb 18, 2009 20:46:29
You can also buy it as a PDF:

http://flamesrising.rpgnow.com/product_info.php?products_id=1106&it=1&filters=0_0_0&free=4

But that'll end up being $25 for the PDF and then another $20 (ish) to get it printed and bound in some kind of readable form.
#15

backstabbist

Feb 19, 2009 0:29:22
Waylan / narukagami:
Mecha d20 does have classes, d&d v3.x -ish,
Mecha Pilot Character Class and Mecha Commander Character Class
But it wouldnt be too hard to just skip that and treat MP points as a compliment to Wealth, since you spend MP points to get mecha gear (including non robot weapons like 57mmRR or AntiMech Mines for squishies to use). Just grant MP to standard d20 Modern/Future classes, or we can do up a quick MP Buying Power --> $buying power --> PDC. The GoO way has 1st level guys getting 400MP, which is a hearty chunk of killingness compared to a D20Modern noobs equipment



Mecha Pilot Character Class
The character is a military Mecha Pilot in a modern military or paramilitary force. He or she might be a member of the armed forces, a SWAT team, or even a freelance mercenary, and could operate a giant robot, jet fighter, helicopter, or tank ... or a machine that transforms into each. Most Mecha Pilots consider themselves elite compared to infantry soldiers, patrol cops, or other "ground pounders."

<..>

Other Classes
The ranks of Mecha Pilots also include many characters of other classes. In particular, many groups will include Fighters, both as ordinary soldiers and as Mecha Pilots, and Bards are also surprisingly common, often in their modern-day incarnation as idol singers. Classes from Anime d20 that work especially well in a mecha campaign include Sentai Members (often a team of heroes will each have their own mecha, which can combine into one giant machine), Gun Bunnies (who sometimes acquire powered armour mecha suits for heavy-duty combat), Students (who tend to find themselves piloting mecha even if they aren't ready for the job), and, of course, Giant Robots (if one or more of mecha themselves are intelligent). Adventurers, rather than Mecha Pilots, can be a good all-around class to represent the other crew members in a starship or similar large vessel. Most importantly, Mecha Pilots tend to associate with Tech Geniuses, the engineers and inventors who build, maintain, and modify the mecha.

<..>
The Mecha Pilot uses d8 Hit Dice.
Class Skills
The Mecha Pilot's Anime d20 class Skills are Computer Use (Int), Demolitions (Int), Drive (Dex or Int), Knowledge (Electronics, Law, Mechanics, Military Sciences, Police Sciences, Strategy) (Int), Navigate (Int), Pilot (Dex or Int), Repair (Dex), and Spot (Wis).
Skill Points at 1st Level: (4 + Int Modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
<..>
Level Bonus Ref Will Fort Special<br /> 1 +0 +2 +0 +0 Mecha (+400 Mecha Points), Mecha Pilot Feat Package, Personal Gear<br /> 2 +1 +3 +0 +0 Heightened Awareness (+2)<br /> 3 +2 +3 +1 +1 Aura of Command (1 person)<br /> 4 +3 +4 +1 +1 Mecha (+400 Mecha Points)<br /> 5 +3 +4 +1 +1 Bonus Feat, Organisational Ties<br /> 6 +4 +5 +2 +2 Aura of Command (2 people)<br /> 7 +5 +5 +2 +2 Bonus Feat<br /> 8 +6/+1 +6 +2 +2 Mecha (+400 Mecha Points)<br /> 9 +6/+1 +6 +3 +3 Aura of Command (10 people)<br /> 10 +7/+2 +7 +3 +3 Organisational Ties<br /> 11 +8/+3 +7 +3 +3 Heightened Awareness (+4)<br /> 12 +9/+4 +8 +4 +4 Mecha (+400 Mecha Points), Aura of Command (50 people)<br /> 13 +9/+4 +8 +4 +4 Bonus Feat<br /> 14 +10/+5 +9 +4 +4 Organisational Ties<br /> 15 +11/+6/+1 +9 +5 +5 Aura of Command (200 people)<br /> 16 +12/+7/+2 +10 +5 +5 Mecha (+400 Mecha Points)<br /> 17 +12/+7/+2 +10 +5 +5 Bonus Feat<br /> 18 +13/+8/+3 +11 +6 +6 Organisational Ties<br /> 19 +14/+9/+4 +11 +6 +6 Bonus Feat<br /> 20 +15/+10/+5 +12 +6 +6 Mecha (+400 Mecha Points)
#16

narukagami

Feb 19, 2009 0:33:25
Yes, it does have some classes, but they're completely unnecessary and detached from the construction system. You don't need their example classes at all to use the construction rules, as they are not intertwined.

Also, there is a MP to PDC formula in the d20 Mecha Compendium, but I don't have the book with me at the moment to post it.
#17

AnimeSniper

Feb 22, 2009 21:28:10
You can also buy it as a PDF:

http://flamesrising.rpgnow.com/product_info.php?products_id=1106&it=1&filters=0_0_0&free=4

But that'll end up being $25 for the PDF and then another $20 (ish) to get it printed and bound in some kind of readable form.

Does anyone know a good bookbinder, local to your area with an internet site or website... someone who could for a set price print, bind, and present to the customer a book similar to the out of print... don't care if its b&w just as long as its nice

So far what I do is print out the free pdf and then protector sheet each page in a binder for like the D20 Mecha
#18

TheRealOrion

Feb 22, 2009 22:03:15
Kinko's or Staple's can do that kind of thing.

Honestly, though, you're just as well to have everyone bring their notebook computers, if they have them.
#19

inkedmsd

Feb 23, 2009 2:40:55
I have the D20 Mecha book from Guardians of Order. How does that stack up to the D20 Mecha Compendium?
#20

inkedmsd

Feb 23, 2009 2:47:43
With three rates of fire listed for d20 Future weapons; single shot (SS), semi-automatic (S), automatic (A)

How does this apply to energy weapons that are being converted over like:

Mega particle Gun
Beam Rifle
Beam Spray Gun

To name a few. Anyone have any input on this?
#21

backstabbist

Feb 23, 2009 10:57:15
Single allows it to fire a shot for each attack action, such as +11/+6/+1,
whereas Semi allows each attack action to be a DoubleTap (if you can DTap).

Some of the bigboys should be Single,
but you might want to further limit some with a Rate 1, so it can only fire once no matter how many attacks per round the character has.

Dont be afraid to slow some down even further with a Rate 1 + ReArm Time 1 (or even 2) fo the guns that are only fired once or twice a battle while shooting the smaller guns all the time
#22

shinobi_guyver

Feb 23, 2009 12:20:24
Does anyone know a good bookbinder, local to your area with an internet site or website... someone who could for a set price print, bind, and present to the customer a book similar to the out of print... don't care if its b&w just as long as its nice

So far what I do is print out the free pdf and then protector sheet each page in a binder for like the D20 Mecha

FedExKinko's might be a way to go. Even if you don't have one in your area, they can ship it to your house for a few dollars more.

Or you could take advantage of a college library (if you're going to college) and print it there. Most have laser printers (as far as I know), so it wouldn't take long to print at a decent quality.


I have the D20 Mecha book from Guardians of Order. How does that stack up to the D20 Mecha Compendium?

From what I understand, the Guardians of Order D20 Mecha book was the starting point for the D20 Mecha Compendium and is what everyone means when they talk about the D20 Mecha SRD. The Compendium added some more to the original and the Deluxe Edition of the Compendium includes some campaign setting ideas and such.
#23

narukagami

Feb 23, 2009 15:49:14
From what I understand, the Guardians of Order D20 Mecha book was the starting point for the D20 Mecha Compendium and is what everyone means when they talk about the D20 Mecha SRD. The Compendium added some more to the original and the Deluxe Edition of the Compendium includes some campaign setting ideas and such.

Thats actually the other way around, the last part, that is.

d20 Mecha is the basic rules set by GoO.
d20 Mecha Compendium by Dream Pod 9 is just a bunch of example campaign settings and example mecha.
d20 Mecha Compendium Deluxe is the above two combined.
#24

backstabbist

Feb 23, 2009 16:51:12
I'm kinda taken back by the way d20 Mecha handles Single/Semi/Auto.
They treat Semi and Auto as the same cost of points, both count as a Quality.
A Garand is far from a BAR, and a Camp Carbine is not confused with a tommygun.

I've seen a couple Qualities that would better be counted at half,
or have a half benefit for half cost.... like a half option for Armor Piercing of 5 rather than 10.

And is there any size requirements that force a 12d12 canon to not fit on a 2' tall RoboMonkey?
#25

narukagami

Feb 23, 2009 17:15:55
I'm kinda taken back by the way d20 Mecha handles Single/Semi/Auto.
They treat Semi and Auto as the same cost of points, both count as a Quality.
A Garand is far from a BAR, and a Camp Carbine is not confused with a tommygun.

Single, Semi, and Auto are separate qualities. To be specific "single" is the default, 1 is a defect, Semi is a quality, and auto is a quality. If it does not have semi AND auto, two qualities, it is one or the other. An auto-only gun cannot fire 1 bullet for 1 attack.

Its odd, but it justifies the points.

I've seen a couple Qualities that would better be counted at half,
or have a half benefit for half cost.... like a half option for Armor Piercing of 5 rather than 10.

That wouldn't be a bad idea, really. But qualities and defects are a multiplier to the base cost of the weapon. You take the total number of qualities, minus the number of defects, and multiply that number by the base cost.

And is there any size requirements that force a 12d12 canon to not fit on a 2' tall RoboMonkey?

I guess you could say that one of the "flaws" of d20 mecha is that it requires some degree of COMMON SENSE from the DM and players.

Though it disgusts me thats considered a flaw these days.
#26

backstabbist

Feb 23, 2009 23:03:44
yes, Qualities and Flaws end up as a Multiplier. However, if you have
3 Qualities: Extra Ammo, Blast, Blast
2 HalfQualities: 5point AP, Semi-Auto
1 Flaw: Low Penetration
1 Half Flaw: Short Range (75%)

3 + 2(.5) -1 -.5 = 2.5
so a 60mp weapon would be 60 x 2.5 = 150mp
#27

shinobi_guyver

Feb 24, 2009 7:07:56
Thats actually the other way around, the last part, that is.

d20 Mecha is the basic rules set by GoO.
d20 Mecha Compendium by Dream Pod 9 is just a bunch of example campaign settings and example mecha.
d20 Mecha Compendium Deluxe is the above two combined.

Ah. Thanks for correcting that.

And is there any size requirements that force a 12d12 canon to not fit on a 2' tall RoboMonkey?

Hm... Story-wise, this could be interesting. A really advanced RoboMonkey from the far future is accidentally sent back in time. It's only weapon is what appears to be a simple laser. Considering the differences in technology between the time the RoboMonkey was made and the time period it appeared in, the laser canon could deal 3d6 (near the time it was made) to 12d12 or more (modern-era to prehistoric times).

But as with anything, common sense is key.


yes, Qualities and Flaws end up as a Multiplier. However, if you have
3 Qualities: Extra Ammo, Blast, Blast
2 HalfQualities: 5point AP, Semi-Auto
1 Flaw: Low Penetration
1 Half Flaw: Short Range (75%)

3 + 2(.5) -1 -.5 = 2.5
so a 60mp weapon would be 60 x 2.5 = 150mp

The Half Flaw/Quality idea isn't bad as it gives more options to the players and DM. Of course, not everything could be halved, but there's enough there to make creating a specific list worthwhile.
#28

backstabbist

Feb 24, 2009 10:07:22
Absolutely, not everything is suitable for Halfing.
The simplest ones are the direct numerical modifiers, like 10pt Penetration or +50% Speed ,
easy to make a Half quality of 5ptAP or +25%Speed

anyhoo,
I was just looking at it as AGB,
a 6d8 gun can become a 9d8 DTap (semi) or a 12d8 Burst(auto) for the same quality cost... and I just figured those two are not on par


10d12 CyberMonkey
While it would be great if we could count on common sense,
we are talking about Gamers, the guys that watch late night TV to buy dvds of MinMax Gone Wild and MinMax Ft Lauderdale- Almost Illegal. I think a GM would have to set the tone of the campaign as to what scale of things for the technology.

Speaking of which,
if we combine the two concepts, we can apply Half to the Sizes as well:
We can step in between 33' -4Gargantuan and 65' -8Colossal
#29

narukagami

Feb 24, 2009 15:40:38
Absolutely, not everything is suitable for Halfing.
The simplest ones are the direct numerical modifiers, like 10pt Penetration or +50% Speed ,
easy to make a Half quality of 5ptAP or +25%Speed

anyhoo,
I was just looking at it as AGB,
a 6d8 gun can become a 9d8 DTap (semi) or a 12d8 Burst(auto) for the same quality cost... and I just figured those two are not on par

I see what you mean now, and not only does it make sense, but I like this half-qualities idea. I may implement it into my mecha campaign.


10d12 CyberMonkey
While it would be great if we could count on common sense,
we are talking about Gamers, the guys that watch late night TV to buy dvds of MinMax Gone Wild and MinMax Ft Lauderdale- Almost Illegal. I think a GM would have to set the tone of the campaign as to what scale of things for the technology.

You are, unfortunately, correct.

Speaking of which,
if we combine the two concepts, we can apply Half to the Sizes as well:
We can step in between 33' -4Gargantuan and 65' -8Colossal

Hm. I think for a weapon size quality to work, you'd need to work in some kind of "base minimum size" based on damage dice, which the qualities and defects could then modify.
#30

MechaPilot

Mar 02, 2009 23:56:37
It is a much better product than d20 Future ever was.

I mean, I am still not convinced d20 Future was actually DESIGNED for use with d20 Modern. I had to do as much conversion/house ruling/re-writing with that book as I have ever had to do bringing things from one system into another.

Worst book I ever bought.

Worst...

*starts twitching*

book...

*twitching*

...bombs...

*twitching*

The bombs are dropping! The explosions!

*twitching*

Duck before they get you damn it, duck!

*dives towards narukagami*

I very much enjoyed D20 Future. I will freely confess that you are right about some of it. They use the base assumption that if mecha are involved, all the characters will have access to them. Anything else leaves them totally out of balance.
But the issue of balance and gear is hardly new with D20 modern (past, present, or future). Since characters can essentially own whatever they beg, borrow, or steal; a lot of things are out of balance for certianl level ranges. This is especially true with explosives, military-grade weapons, and high tech gizmos.
I know there isn't a lot of 4e love going around, but i would like to see some kind of gear restriction based on level; like the 4e rule for adding gear to monsters. That of course, would require assigning some kind of modifier or level to gear though.
#31

TheRealOrion

Mar 03, 2009 0:45:06
Nobody ever wants to hear this, I know, but a point-based system, having some kind of universal unit of measurement for "in-game usefulness" can kinda sorta address that problem (although not 'solve,' of course, I'm not huffing glue over here). If you can assign a point-value to acquiring money (i.e, X number of "character points" to buy the Windfall feat), then you at least have some sense of a baseline. You have to tweak the hell out of it, and the GM must be on the ball because it's rife with opportunities to spug spug spug, but still. It can work, in the sense that it can create a fun game where equipment is effectively a "power," like feats or class features.

I have tried to build Phoenix on that model. I'll let others judge whether I've succeeded.
#32

Scottbert

Mar 23, 2009 8:45:40
D20 Mecha... Yes, it being an unlimited point-buy system you need to set guidelines.

These can get pretty complicated, which is just fine by me.

Playing the group's mecha engineer in a D20 Mecha / BESM D20 game a few years back, I worked with the GM to get limits, this is what he gave me:

(Unstated assumption: Max mecha size by the technology of the setting was Huge)

--------
Notes on Weapon Damages:

Compare the number this formula gives to the "base" number (ie, 2d12=26) for your weapon.

Justifying your weapon as a "standard" one that you don't have to pay points for requires GM permission.
Suggested guidelines: MP Cost <=1.346x base number, Need for the weapon is common.

For non-standard weapons that you do pay points for, the cap is higher. Also, the two-handed (next size bigger) cap applies for built-in weapons. Meeting a smaller cap than required can reduce weapon and ammo weights.

A hand-held weapon can use the cap for _2 sizes bigger_ than the mech IF it is 2-handed, uses the weights for the cap it is using, and the GM approves it.

A built-in weapon can use the cap for 2 sizes bigger IF its MP cost is no more than 2/3 the cap it is using and it has no more than 4 rounds in the magazine.

Tables follow, including extended values for those really teeny-tiny mecha.

Medium Large Huge Garg Colossal Extended Tiny Small<br /> Std 27 36 45 54 63 Table 10 18<br /> Custom 34 45 54 65 88 12 23
#33

Yar

Apr 08, 2009 10:54:16
Hey sense so much stuff is broken. why dont we fix it? Go all Pathfinder On d20 Moderns *****

yar
#34

backstabbist

Apr 08, 2009 21:55:51
I dont really see any way to restrict "Pull Pin, Throw" to only be done by high level characters

If I hand you a grenade with a clip, a pin, & a spoon
do you tell me you can use it if it does 4d6 Slashing but not if it does 8d8 Fire ?

Guess what, I will LIE to you and say that there 8d8 grenade only does 4d6, you will clip it pin it and throw it, and then you watch in horror as it does way more damage than you are feel you are allowed to deal for your level..... so what do you do, run over & heal the enemy in the name of Game Balance

What is the limiting factor in PullPin-Throw, that gaining a char level overcomes
when dealing with grenades that do 4d6, 6d6, 8d6, 8d8

[indent]McHand-Grenade (PL5+)
The McHandGrenade is a 1 slot rack that carries 6 'grenades' to be thrown by the mech. Use of a grenade is a FullRound Action, which includes grabbing the grenade, arming, aiming, throwing, and the detonation. As with smaller human grenades, the target is a grid intersection. The actual grenades are sized (named) appropriately for the mech they are mounted on, and stats are based on that size.
PL5 CompB Frag McGrenades<br /> Large Huge Gargan Col<br /> Wt(lb) 10 20 33 50 each grenade<br /> Range 10' 15' 20' 25'<br /> Damage 5d12 6d12 7d12 8d12<br /> Burst 30' 40 50' 60'<br /> SaveDC 16 18 20 22<br /> <br /> all PDC25 loaded rack