Quote:
Originally Posted by David Johnston2
I used the Battletech wargame pretty straight except with GURPS skill rolls, reversing the sign on dice modifiers and increasing them by half again.
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Honestly, you don't need to change the value of the modifiers. I tried both ways and found that just reversing the sign on the modifiers was sufficient. Not changing the modifiers allows for characters to pull stuff off from the fiction.
I do Pilot damage as 2d pi from impacts, and 2d burn from heat-based injuries.
If
necessary I do 1
BattleTech point of damage as 100 points of character-scale damage. Works pretty well. In general, getting hit by 'Mech-scale weapon is a "that looks bad--you should return to character generation" moment.
But, the basic answer is "
GURPS for characters and
BattleTech for 'Mech combat."