Hello there,
Over the years I have played Battletech with many different groups. In that time I have seen allot of house rules. Some were O.K. Most were not so much. I am curious to know what house rules you all have seen or implemented.
I'll start. I am currently running a 3025 campaign. Since one of the most common complaints I have heard from Battletech players is that the games take too long because the to-hit numbers are so high after adding up all the modifiers for movement, terrain, and so on. I have implemented a rule that makes the base to-hit number three and you add your gunnery score (which starts at zero and maxes at six) to the die roll. Making it more likely to score a hit, but (I hope) not overly so. So far it has worked out fairly well.
As any pilot with a four piloting and a five gunnery is the same as any other pilot with the same stas. I am also using what I call pilot specializations. Things that make you more proficient with enrgy weapons, ballistics...etc. And others that make you better at piloting and/or avoiding fire. Light Mech specialist, Cover specialist...etc. I am hoping that these will result in a broader array of pilots. Instead of everyone being equally good at being a scout, fire support, brawler...as everyone else.
I would like to hear your thoughts and oppinions.
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Table Top house rules
Started by Derick Cruisaire, Jan 28 2012 08:45 AM
4 replies to this topic
#1
Posted 28 January 2012 - 08:45 AM
#2
Posted 28 January 2012 - 09:33 AM
We have a separate forum for Table top discussions. Please move it.
#3
Posted 28 January 2012 - 10:48 AM
I found we had to add one more phase to the TT game.
Phases in order:
Initiative
Movement
Attack
Heat
End
Phases in order house rules:
Initiative
Movement
Attack
Heat
End
Talk $hit
Phases in order:
Initiative
Movement
Attack
Heat
End
Phases in order house rules:
Initiative
Movement
Attack
Heat
End
Talk $hit
#4
Posted 28 January 2012 - 01:32 PM
That must be a lot of smack talk going on there to warrant a whole phase! LOL!
@Derick - those are some great ideas, also you could have your players use Veteran (3/4) pilots. Also try to limit what you let them do with specilties, giving them +hit with x weapon, I find, generally leads to only a few weapons being used. But if you do things that alter the rules instead of the +hit, the players tend to be more emotionally involved in the game. In essence you let them "cheat" a little bit with the the specialties, for example:
PPC specialist - no minimun range when using a standard PPC
Also, if you can try looking at the Tac Ops book, especially the rapid fire AC rules.
Good Luck!
Edit: Mobile devices don't like grammar.
@Derick - those are some great ideas, also you could have your players use Veteran (3/4) pilots. Also try to limit what you let them do with specilties, giving them +hit with x weapon, I find, generally leads to only a few weapons being used. But if you do things that alter the rules instead of the +hit, the players tend to be more emotionally involved in the game. In essence you let them "cheat" a little bit with the the specialties, for example:
PPC specialist - no minimun range when using a standard PPC
Also, if you can try looking at the Tac Ops book, especially the rapid fire AC rules.
Good Luck!
Edit: Mobile devices don't like grammar.
Edited by SMDMadCow, 29 January 2012 - 09:09 AM.
#5
Posted 28 January 2012 - 05:15 PM
Ive recently been toyin with rescaling the hexes to be 15 meters instead of the standard 30 per hex. Doubles all movement and range numbers. I still keep it that woods block the same etc. and lvls stil cost the same. makes even 1v1 with 3 mechs a piece we use every inch of 4 maps, and his is even 3025 era tech. CLan mechs are just INSANE. lol
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