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My house rules: Safer 'Mech falling Piloting Skill Roll
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PlaywithLAMs
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PostPosted: 09-Mar-2010 18:09    Post subject: My house rules: Safer 'Mech falling Piloting Skill Roll Reply to topic Reply with quote

If a 'MechWarrior fails a PSR and immediately wants to have his/her 'Mech land safer, then he/she immediately makes a second PSR with a modifier equal to the MOS of the previous PSR and chooses which 'Mech location(s) to land on (that location/those locations must not be previously blown off and/or completely destroyed). If the latter PSR is successful, then the 'MechWarrior lands his/her 'Mech in which that location(s) chosen by him/her takes damage as normal from that fall; if the latter PSR is unsuccessful, then determine damage location(s) normally.

So what do you all think of these house rules? I think they makes sense and reinforces how 'Mechs are the kings & queens of the battlefield.

[Last edited by PlaywithLAMs on 23-Mar-2010 12:50; edited 1 time in total]
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Wanallo
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PostPosted: 12-Mar-2010 17:19    Post subject: My house rule: Safer 'Mech falling Piloting Skill Roll Reply to topic Reply with quote

I have had a recent run of bad luck with PSR's so this seems fair enough to me. It doesn't give the defending player too much of an advantage (as failed PSR's can be a game changer) but it does allow the player to recover some of the lost dignity.

Case in point: In a recent game my linchpin mech needed to make a pilot skill of 3. guess what I rolled? Evil or Very Mad
So anyway, I rolled a two, then I roll to land on my right side on my right leg (floating critical rule).

Checked for critical...... 12 Evil or Very Mad Limb blown off.

That single event cost me a 3vs3 game. I don't mind losing but it made the game boring for both of us since we knew who would win from around the 5th round. This rule would have kept that game much more open since the chances of rolling another 2 are slim. But it also means the defender is risking taking that damage somewhere else. So there was still the possibilty of me choosing to fall on my front and still losing the leg.

It just reduces the chance and plays into the common sense that even if an elite pilot lost their footing they would still have the skill to direct the landing IMHO.
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ralgith
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PostPosted: 12-Mar-2010 19:31    Post subject: My house rule: Safer 'Mech falling Piloting Skill Roll Reply to topic Reply with quote

I'm sorry, but this isn't the way to do this. At least not in my opinion.

The way to do it would be for the player to choose, after determining the modified roll for the PSR to PREVENT falling, whether or not to attempt that roll, or to add a -2 modifier for "Controlled Falling" and attempt THAT roll instead. Basically a case of, "Crap, no way I'm gonna save this, so I'm gonna fall as good as I can!"
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Rudel Gurken
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PostPosted: 13-Mar-2010 02:27    Post subject: My house rule: Safer 'Mech falling Piloting Skill Roll Reply to topic Reply with quote

The idea itself sounds nice to me!
After a bit of thinking i would prefer ralgith's way though.
If you try not to fall and fail your roll and "begin falling" there is too little time to actually influence the direction of your Fall afterwards.
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PlaywithLAMs
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PostPosted: 23-Mar-2010 12:12    Post subject: My house rule: Safer 'Mech falling Piloting Skill Roll Reply to topic Reply with quote

wrote:
If you try not to fall and fail your roll and "begin falling" there is too little time to actually influence the direction of your Fall afterwards.


There is plenty of time to influence your 'Mech's direction of falling - that's what the Margin of Failure modifier and Piloting Skill base number are for as well as other applicable piloting modifiers. I myself have influenced my body as it has fallen several times and I've managed to land from those falls while suffering very little pain though there was one time I was sprinting while playing soccer - I had tripped over a rock that was underground and immediately brought my right arm to protect my head from impacting another rock that was also underground. The impact from my right arm against that latter rock did break that arm and I was grateful that it wasn't my face & skull that got severely injured.
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Sleeping Dragon
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PostPosted: 23-Mar-2010 12:40    Post subject: My house rule: Safer 'Mech falling Piloting Skill Roll Reply to topic Reply with quote

Plenty of time? You mean 2-3 seconds?
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PlaywithLAMs
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PostPosted: 23-Mar-2010 12:45    Post subject: Re: My house rule: Safer 'Mech falling Piloting Skill Roll Reply to topic Reply with quote

I was thinking a portion of a second - that's how long I had to get my right arm in front of my head. A 'MechPilot can try to influence his/her 'Mech's direction of falling by watching his/her internal structure screen to know what location to try to land on, and then the 'Mech's MechPilot mimicization program can simply have the 'Mech immediately follow the 'MechPilot's movements.
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Sleeping Dragon
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PostPosted: 23-Mar-2010 13:16    Post subject: Re: My house rule: Safer 'Mech falling Piloting Skill Roll Reply to topic Reply with quote

The problem would be that 'Mechs aren't pilots. Even Enhanced Imaging doesn't allow the degee of control you have over your body. There are units that can do it, clan protomechs are the largest of them, but for 'Mechs it isn't that easy, because the warrior is fighting against the gyro, which attempts to keep the 'Mech upright don't have to be necessarily in harmony with 'Mechwarrior's instinctive reactions, and the ground itself (imagine ballancing on a loose gravel after being hit by a stone or attempting to run - soil would act in a similar way if a multi-ton 'Mech attemped the same thing IMO).
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EmeraldaWebb
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PostPosted: 23-Mar-2010 20:19    Post subject: Good rules but should be more thoughtout Reply to topic Reply with quote

I think these rules have merit and must be published as long as they get improved. For Weapons Attack Phases; they're fine (since weapons damage can come from many different directions to a target 'Mech), but in Physical Attack Phases they might have to include angle of damage. I mean, if a 50 ton 'Mech with TSM successfully punches another 'Mech with both arms on its rear torso location(s), then the MechWarrior piloting that target 'Mech has to make a PSR for taking 20 points of damage. And if that roll fails, then using these rules the MechWarrior of target 'Mech wants to fall on rear center torso location(s), well that might be difficult or perhaps impossible to do given where those two punches came from.
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