[QUOTE=Aperture fan;47306664]For the last three or so days I have been busy coding the wannabe Mekton Zeta player's wet dream.
By using the sheet I linked a few days ago as a base, I set about expanding and automating the [I][B]entire[/B][/I] Mek-making process, with the help of Smas. Servos, weight, free spaces in the servos, costs, movement systems like thrusters, the cost multiplier systems, even [I]weapons[/I] (and anyone who has seen the Mekton Zeta+ Technical Manual will know just how fucked that shit is). I got damn near all of it automated, so no autism (or math) is required. Well, everything except making projectile weapons, but I was going to get to that, this is still a WIP.
Check it out, I'm entirely too proud of it: [url]https://docs.google.com/spreadsheet/ccc?key=0ApSq162n1NlQdGpPbjZlelRFTHpZYkJKdUxxOUJUTXc#gid=0[/url]
It only seems to really work in Google Drive, so downloading it as an Excel file is unfortunately out of the question in terms of functionality. In any case, I should have this in complete working order very, very soon. Look forward to it, because with this, any old schmuck can make a Mek with only a basic knowledge of the system.[/QUOTE]
Two real life wizards making Mekton playable. I never thought magic could be real.
[QUOTE=Dalndox;47300954]WotC just released a free "Player's Companion" supplement in preparation for the 5e Princes of the Apocalypse story arc.
[url]http://www.escapistmagazine.com/news/view/140064-Wizards-of-the-Coast-Releases-Dungeons-Dragons-Elemental-Evil-Players-Companion-For-Free[/url]
Includes four new player races, and over 40 new spells, many dealing with elemental magic.[/QUOTE]
Aaracokra monks everywhere.
[QUOTE=Aperture fan;47306664]For the last three or so days I have been busy coding the wannabe Mekton Zeta player's wet dream.
By using the sheet I linked a few days ago as a base, I set about expanding and automating the [I][B]entire[/B][/I] Mek-making process, with the help of Smas. Servos, weight, free spaces in the servos, costs, movement systems like thrusters, the cost multiplier systems, even [I]weapons[/I] (and anyone who has seen the Mekton Zeta+ Technical Manual will know just how fucked that shit is). I got damn near all of it automated, so no autism (or math) is required. Well, everything except making projectile weapons, but I was going to get to that, this is still a WIP.
Check it out, I'm entirely too proud of it: [url]https://docs.google.com/spreadsheet/ccc?key=0ApSq162n1NlQdGpPbjZlelRFTHpZYkJKdUxxOUJUTXc#gid=0[/url]
It only seems to really work in Google Drive, so downloading it as an Excel file is unfortunately out of the question in terms of functionality. In any case, I should have this in complete working order very, very soon. Look forward to it, because with this, any old schmuck can make a Mek with only a basic knowledge of the system.[/QUOTE]
holy shit I've been talking about running mekton for like almost 2 years now, this might finally push me to play it, praise the omnissiah
[QUOTE=SiberysTranq;47306641]nothing like watching an enemy you expected to be a serious threat get absolutely annihilated by the dice
My RT party jumped their fleet into a system while hunting for xeno relics, and got ambushed by an Eldar frigate, even after I literally gave them all the chances in the world to spot it (like, 4 sets of tests) and it wasn't till the rogue trader himself looked out the window and saw it that they noticed that they were about to get creamed
And, despite OVERWHELMING surprise, the enemy ship missed every single shot from it's main battery in the surprise round, ditto when it rocked the initiative and went first, then it got boarded by murder servitors, lost thrusters, ran headlong into a wave of torps, somehow survived, keeps trying to fire, only to have all of its shots get absorbed by the armor of a bloody raider, murder servitors do so much damage that the entire ship loses power, and then the party boarded them and slaughtered them to the last man
I have never had a greater case of not as planned in all my GMing experience[/QUOTE]
Pffft, that's nothing. My party, after fighting off a fleet of six Wolfpack Raiders, boarded a Stryxis cruiser, and then got boarded by two of the raider ships returning for vengeance, and in a big three-way clusterfuck of boarding actions decimated all of them.
[QUOTE=No Party Hats;47307788]holy shit I've been talking about running mekton for like almost 2 years now, this might finally push me to play it, praise the omnissiah[/QUOTE]
I went fucking [I]nuts[/I] on this sheet, man. Throwing range and melee damage bonus are automatically listed depending on the strength of the Arm servo, and if the configuration is Beast, it'll also list a melee damage bonus for the head as well, since Beasts can bite with it. We even got it to apply all of the bonuses from the different Mek configurations, like lower MV or higher MA, or even more odd things, like a Tank configuration getting +2 armor to all of its servos.
I should be able to get a projectile weapon and missile calculator functioning today, at which point the sheet will be pretty much done. I'll keep you guys posted on progress, and I'm open to suggestions on things to add, or adding automatic calculations for any custom systems of your design (which there are a few of in our case).
This sheet is like, my baby, man. It's beautiful.
[editline]12th March 2015[/editline]
[QUOTE=MeltingData;47306714]Two real life wizards making Mekton playable. I never thought magic could be real.[/QUOTE]
We determined that it must be a space wizard who made Mekton. So to beat a space wizard, you must become a space wizard.
another thing I love
when my random generation decides that today, it's going to give my players a giant, wet, sloppy kiss on the mouth
not that I'm complaining, I play my games by the dice on my part and I'm not going to cheat if the system decides that now they are going to drown in money, I'll just have to find ways to make it all come with strings attached, which ought to be fun
[QUOTE=Aperture fan;47308105] -Mekton Sheet Stuff- [/QUOTE]
Just an update on this, managed to figure out the issues so far with the sheet in regards to excel compatibility, and Aperture's working on some final features. When it's done it should also be excel compatible, for those of you who are deathly afraid of ~The Cloud~.
Finding online groups is a such a pain in the ass. It doesn't help that I'm not familiar with non-core AD&D/3.5/PF content and don't know anything about Shadowrun.
Maybe it's time I finally give in and start trying to play an anime girl with magical powers.
I am done. [I][B]The Mek sheet is done[/B][/I].
[url]https://docs.google.com/spreadsheets/d/1HrqFYexa2QrbEBJi0EeCmK5Fa8B1nD63aLHygAnLVvM/edit#gid=2081447678[/url]
It has weapon calculators. It has Space calculators. Kill and Cost calculators. It does everything. I [I]could[/I] automate even more, but the automations would be superficial at best for the most part, and anything that could use legitimate work, like adding auto Space calculations to Command Armor spaces and such, will take entirely too much effort for me to care at the moment. But for now, it is absolutely functional, and unless you plan on making extra complicated Meks it'll do everything you want.
Anyone who uses this is more than encouraged to send me feedback. Also, you'll need this, it has our custom systems that the sheet makes use of: [URL]http://pastebin.com/d6Vumpi7[/URL]
But what matters is [I][B]it is DONE.[/B][/I]
Implying that is not the best character archetype
[QUOTE=No Party Hats;47307788]holy shit I've been talking about running mekton for like almost 2 years now, this might finally push me to play it, praise the omnissiah[/QUOTE]
Also on a related note to Mekton, if you happen to start running a game, depending on the day and time, I would love to be a player in it (especially since I just spent literally 90% of my free time [and time at work] the last three days making the damn sheet). If you happen to run a game, shoot me a message. I'd be more than happy to teach you how to make Meks if you don't already, how to use the sheet more precisely, and even share what the sheets I have done, not that any of them are on the new version yet but you'll get the idea.
[editline]12th March 2015[/editline]
[QUOTE=Aperture fan;47312922]I am done. [I][B]The Mek sheet is done[/B][/I].
[url]https://docs.google.com/spreadsheets/d/1HrqFYexa2QrbEBJi0EeCmK5Fa8B1nD63aLHygAnLVvM/edit#gid=2081447678[/url]
It has weapon calculators. It has Space calculators. Kill and Cost calculators. It does everything. I [I]could[/I] automate even more, but the automations would be superficial at best for the most part, and anything that could use legitimate work, like adding auto Space calculations to Command Armor spaces and such, will take entirely too much effort for me to care at the moment. But for now, it is absolutely functional, and unless you plan on making extra complicated Meks it'll do everything you want.
Anyone who uses this is more than encouraged to send me feedback. Also, you'll need this, it has our custom systems that the sheet makes use of: [URL]http://pastebin.com/d6Vumpi7[/URL]
But what matters is [I][B]it is DONE.[/B][/I][/QUOTE]
Quoting for a new page.
[editline]13th March 2015[/editline]
Update: Smas and I have inaugurated the new sheet by making a Mek with it. Not only did it take us a quarter of the time (that being slower than it could have been, since we were both working on the same Mek and didn't know what the other was doing), but [I]we didn't even need to open the rulebook.[/I]
Mission: success. Mekton is now playable.
[QUOTE=DeeCeeTeeBee;47312711]Finding online groups is a such a pain in the ass. It doesn't help that I'm not familiar with non-core AD&D/3.5/PF content and don't know anything about Shadowrun.
Maybe it's time I finally give in and start trying to play an anime girl with magical powers.[/QUOTE]
Good idea, our SR5 game could do with a social character and a full mage wouldn't hurt.
[QUOTE=Rents;47314217]Good idea, our SR5 game could do with a social character and a full mage wouldn't hurt.[/QUOTE]
And someone who knows how to dabble in real estate, too.
That new hideout better be transparent and dank as fuck; I don't want no drug den.
[QUOTE=croguy;47314275]And someone who knows how to dabble in real estate, too.
That new hideout better be transparent and dank as fuck; I don't want no drug den.[/QUOTE]
I just wanna let you know this made me laugh until I cried and I don't know why.
[QUOTE=croguy;47314275]And someone who knows how to dabble in real estate, too.
That new hideout better be transparent and dank as fuck; I don't want no drug den.[/QUOTE]
Uhhhh, what could possibly be danker than having a grow op in the basement? Think about things, jeez
I'm running with a bunch of druggies
[QUOTE=Rents;47314217]Good idea, our SR5 game could do with a social character and a full mage wouldn't hurt.[/QUOTE]
next you're going to say his character should be paraplegic and in a wheelchair, too.
[QUOTE=Mellowbloom;47314798]I'm running with a bunch of druggies[/QUOTE]
Skreech is asthmatic, smoking would be a bad idea.
[QUOTE=Rents;47314491]Uhhhh, what could possibly be danker than having a grow op in the basement? Think about things, jeez[/QUOTE]
A place with a growth op in the basement and a place used by street scum to get their fix aren't one and the same! Usually!
[QUOTE=Mellowbloom;47314798]I'm running with a bunch of druggies[/QUOTE]
everycyberpunkgameever.txt
[editline]13th March 2015[/editline]
[img]http://puu.sh/gyup3/a2ea978c54.jpg[/img]
[QUOTE=M.Ciaster;47315091]everycyberpunkgameever.txt
[editline]13th March 2015[/editline]
[img]http://puu.sh/gyup3/a2ea978c54.jpg[/img][/QUOTE]
Drekheads and Dragons
[QUOTE=Mellowbloom;47314798]I'm running with a bunch of druggies[/QUOTE]
im running with a bunch of straight edges
ive got it worse
So this conversation happened this Wednesday's Dungeon World session:
Swordmage: "Oh, also, she's wearing a gold-white tabard."
Fighter: "Are you sure? It looked black and blue to me."
And that was the first time we had pvp combat.
[QUOTE=No Party Hats;47316680]im running with a bunch of straight edges
ive got it worse[/QUOTE]
It's okay I do more than enough drugs for the entire party
Pretty much the only reason I have a tox filter is so I can do more drugs
Session two of X-Com went really well! Fleshed out the base personnel and department heads, ran a couple of ad-hoc interceptions. They blasted a small scout to smithereens and shot down a medium scout, which they then proceeded to assault with their primary team.
[t]http://i.imgur.com/xxB1nqJ.jpg?1[/t]
The aliens continued to roll really fucking hot, knocking out the grenadier in one critical hit.
[t]http://i.imgur.com/Nx775SA.jpg?1[/t]
And then during the breach the marksman also got knocked straight out by a crit. They both rolled clutch auto-stabilization rolls instantly though, mission success with no operative deaths.
About a week later they sent out a rookie squad to deal with an abduction that didn't go quite so well.
[t]http://i.imgur.com/3w1VAly.jpg?1[/t]
Three of them got taken down, two of them bled out. Not before one of those casualties attempted to shank the fuck out of a sectoid though, he was doing a good job of it before all the plasma in his gut brought him down. We're getting a lot more proficient with the system, and all the gear reference notecards I've been making have been ridiculously helpful.
Oh, it seems to be based on the Original XCom (due to that Small Scout). I approve.
Also, I have came up with an idea for a homebrew sort of based on Magical Burst. Except you are MiBs send out to hunt down Magical Girls that eventually go bonkers and superpowered (totally not a rip off of Sanity: Aiken's Artifact (who even remembers that game?!)). It's complicated (I blame watching Eva for the idea, sorta).
I sure love me some traps and ambushes. From the humble pit trap to the horrifying walls-closing-in-on-you anti-magic deathtrap, I love coming up with such nasty surprises. Too bad most parties wouldn't survive even fairly simple deathtraps, much less the more complicated or devious ones.
Who else loves traps?
[QUOTE=gufu;47321506]Oh, it seems to be based on the Original XCom (due to that Small Scout). I approve.
Also, I have came up with an idea for a homebrew sort of based on Magical Burst. Except you are MiBs send out to hunt down [B]Magical Girls that eventually go bonkers and superpowered[/B] (totally not a rip off of Sanity: Aiken's Artifact (who even remembers that game?!)). It's complicated (I blame watching Eva for the idea, sorta).[/QUOTE]
So, all magical girls?
[QUOTE=Chronische;47321758]I sure love me some traps and ambushes. From the humble pit trap to the horrifying walls-closing-in-on-you anti-magic deathtrap, I love coming up with such nasty surprises. Too bad most parties wouldn't survive even fairly simple deathtraps, much less the more complicated or devious ones.
Who else loves traps?[/QUOTE]
traps are rude
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