Having just played a game of @Lancer_RPG last night, I’ll give this observation about how crunch plays out in Lancer.
The core system is quite simple.
Attack rolls are simple. The important numbers are right there. The statuses are simple. The damage types are simple.
The core system is quite simple.
Attack rolls are simple. The important numbers are right there. The statuses are simple. The damage types are simple.
The crunch of Lancer comes from the abilities you can stack onto your mech, and from watching combinations of those abilities stack.
Like hacking an enemy to draw them into the threat range of an ally’s drone turret.
But threat range is simple in itself.
Like hacking an enemy to draw them into the threat range of an ally’s drone turret.
But threat range is simple in itself.
The magic of Lancer’s crunch is that it first establishes a core language of play that every player is expected to learn, but it makes that core language LIMITED and ACCESSIBLE with the help of COMP/CON.
Then you get the rituals of explaining your guns to your allies.
Then you get the rituals of explaining your guns to your allies.
My Manticore from last night was basically built on taking on more and more heat in order to go Super Saiyan mode.
But every mech manages heat. Every mech has a condition called Danger Zone.
So I could explain what my mech was doing to the other players.
But every mech manages heat. Every mech has a condition called Danger Zone.
So I could explain what my mech was doing to the other players.
And on the high end, Lancer addresses the Wizard Problem elegantly.
Above LL3, you don’t get more options attached to your mech while in the field.
You only get more CHOICES to consider BEFORE you go into the field.
Above LL3, you don’t get more options attached to your mech while in the field.
You only get more CHOICES to consider BEFORE you go into the field.
At LL6 or LL9, your mech isn’t 2x or 3x as complicated as it is at LL3.
Instead, your toolbox of weapons and systems is bigger, so you can fine-tune what you build for.
But those builds are still based on a LIMITED common parlance.
Instead, your toolbox of weapons and systems is bigger, so you can fine-tune what you build for.
But those builds are still based on a LIMITED common parlance.
And once you have your niche, you aren’t bogged down with a bunch of extra options.
Once you remember what you take accuracy for, or that you deal damage EVERY TIME you take heat, the accounting becomes simpler and simpler.
And the rounds get shorter and shorter.
Once you remember what you take accuracy for, or that you deal damage EVERY TIME you take heat, the accounting becomes simpler and simpler.
And the rounds get shorter and shorter.
And because you’re limited to 3-5 weapons at ANY level, you have a streamlined enough toolbox that you can recall your allies’ toolboxes.
And that’s where you get the power fantasy of galaxy-braining your way into MELTING a Goliath in two rounds.
So Lancer good.
And that’s where you get the power fantasy of galaxy-braining your way into MELTING a Goliath in two rounds.
So Lancer good.
Oh ALSO!
Lancer doesn’t leave GMs in the dark.
There are SO MANY MECHS in the back of book, labeled NOT BY CHASSIS but by ROLES.
And instead of being built like player mechs, they fit on a single sheet!
So you can build team compositions, not individuals!
Lancer doesn’t leave GMs in the dark.
There are SO MANY MECHS in the back of book, labeled NOT BY CHASSIS but by ROLES.
And instead of being built like player mechs, they fit on a single sheet!
So you can build team compositions, not individuals!