Editing User:Almafeta/Mech A RPG contest reviews

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For the sake of curtosey, I automatically place myself at 0 in every category, but to be honest, I didn't enter this contest seriously thinking I'd win it...  it was mostly to see whether or not I could design a RPG without a trace of 'furriness' in it.  That it's unfinished isn't that important, it's a success in my eyes.
 
For the sake of curtosey, I automatically place myself at 0 in every category, but to be honest, I didn't enter this contest seriously thinking I'd win it...  it was mostly to see whether or not I could design a RPG without a trace of 'furriness' in it.  That it's unfinished isn't that important, it's a success in my eyes.
  
:<i>This page is still being written...  [[User:Almafeta|Almafeta]] 14:20, 4 Aug 2005 (PDT)</i>
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:<i>This page is still being written...  [[User:Almafeta|Almafeta]] 02:52, 4 Aug 2005 (PDT)</i>
  
 
==Chargen==
 
==Chargen==
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==Combat==
 
==Combat==
 
<b>Dreadful Tide:</b>  Combat assumes a dot matrix over a map -- creative, I've never seen anything like this before.  Humans and mecha take damage in a universal penalty chart; 10 hits destroys anything.  Damage is in three scales:  'human' (x1), 'mecha' (x10), and 'starship' (x100).
 
 
<b>Extinction:</b>  Initiative is creative, with skill checks being used to change your order in battle.  Energy points are spent, then it's hit-me-hit-you.  Shields subtract damage, then it comes off of Armor, and then stats (lowering Juice makes is less speedy, lowering Payload destroys items on it).  Human combat isn't fleshed out.
 
 
<b>Guerilla Earth:</b>  Standard I-hit-you, you-hit-me combat, with one notable exception:  Critical hit rules.  10% of all rolls are criticals; critical successes take the target out of the fight; critical failures take the attacker out of the fight.  Defense is rare, with dodges only being allowed if you haven't moved so far in a turn.  Interestingly, while in a mecha, <i>Will</i> is used to dodge or defend -- a nice way to keep Dexterity from becoming too powerful.
 
 
<b>Mecha Wars:</b>  Interestingly, Movement is done in <i>reverse</i> initiative, and attacks are done in normal initiative -- a nice way of showing how important Initiative is.  Mecha power up with EP; attacks are 'Weapon Effectiveness Rating' + 1d10 versus 'Armor Factor' + 1d10; essentially, a random armor effectiveness system, adding another roll between the attack roll and damage dealing.
 
 
*4 points:  Dreadful Tide
 
*3 points:  Mecha Wars
 
*2 points:  Extinction
 
*1 point:  Guerilla Earth
 
  
 
==Completeness==
 
==Completeness==
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<b>Dreadful Tide:</b>  Holy cow.  Far and away the victor in this category, it's 95 dense pages of stuff -- they made a commercial RPG without telling anyone.
 
<b>Dreadful Tide:</b>  Holy cow.  Far and away the victor in this category, it's 95 dense pages of stuff -- they made a commercial RPG without telling anyone.
  
<b>Extinction:</b>  Extinction hits the 32-page goal exactly, which is worth a mention.  However, it seems a little light on the content.
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<b>Extinction:</b>  Extinction hits the 32-page goal exactly.  However, it seems a little light on the content.
  
 
<b>Guerilla Earth:</b>  60 pages of content.  Includes psi, sample mecha...
 
<b>Guerilla Earth:</b>  60 pages of content.  Includes psi, sample mecha...
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==Totals==
 
==Totals==
1stDreadful Tide (17 points)
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#Dreadful Tide13 points.
2ndGuerilla Earth (15 points)
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#Guerilla Earth11 points.
3rd (tie)Extinction (10 points)
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#Extinction9 points.
3rd (tie)Mecha Wars (10 points)
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#Mecha Wars7 points.

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