I need some help with the mechanics of piloting mechs. I'm thinking about running a post-post-apocalyptic campaign (kind of like Numenera) and would like to have being a mech pilot as a playbook option.
My experience is with Dungeon World (as far as PbtA) but I've read parts of Apocalypse World. I was puzzling over certain possibilities especially with an eye to balance. My intention is to have each character start with something epic; taking a mech would be one of the options.
I am trying to address which stats would be used for piloting the mech.
Would it just be +cool like the driver in Apocalypse World, depending on what he's doing with it? My idea is that it is a complex skill that would take the lowest of two stats (so he would have to have two stats high to be a good pilot.)
If I instead choose the stats from Dungeon World it would be Dex and Wis In Apocalypse World, it wouldbe Cool and Sharp - but it might need to use Hard in combat.
What I want to avoid: having the skill run by one stat. That feels unfair and unbalanced. On the other hand, I don't want him to need every stat to be able to function well. I want this build to have the option for different builds anchored on the mech pilot. Different fighting styles or benefits would need to be based on the stats the character has.
This leaves me with my final design problem.
How do I treat damage to the character's mech? That will (overall) need to harmonize with mech piloting moves and mech repair moves.
The mechs would be optimized either for melee or ranged combat - that may leave me with the same basic moves, but since its really big the fiction will allow for greater destruction.
I like the Dungeon World physical stat break up for the mechs. Str, Dex (agility speed), and Con (durablity).
As this is homebrew, are there home brew builds along this line that you have seen work, or have play tested, to fit this epic mech piloting option?
I have not playtested anything out yet outside of my head. My first simple idea (because I want it to be simple and streamlined) was to just give the mech it's own list of stats (like strength, speed, accuracy, durability.) - but how effective the mech would be used would depend upon the pilot's skill at piloting. Mechanically this would be represented by the pilot's skill would be the cap for how much of a bonus the mech's stat could offer. So if the mech had +3 speed but the pilot only had +2 piloting (+cool or whatever the stat will be) then he could only roll with +2 on speed, since his skill isn't up to par to employ the mech to it's full potential.
I was planning on keeping the moves as the same as what they would be for the equivalent types of actions that a human does (or at least analogous/upscaled).