Enhanced Racial Perks Project [WIP]

A place to discuss any PnP (Pen and Paper) role-playing games you are working on.
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Viewing_Glass
Posts: 454
Joined: Wed Jul 25, 2012 8:02 pm

Re: Enhanced Racial Perks Project [WIP]

Post by Viewing_Glass » Fri Apr 26, 2013 3:19 am

That change to Crazy Neighvan I can agree with, and puts it firmly in the power range of level 16 perks (Unstoppable Force being a fine example with a similar power level).

As for Clever Prancer...I would agree in adding the clause, but it is the only counter measure to those critical builds and the perk How We Do It Down on the Farm. You thought crits were bad before, can you picture a Plasma Defender Crit with How We Do It Down on the Farm? It changes the normal 105+6d10 to 158+9d10, or an average damage of 208. :pinkiegasp:

Don't get me started on Missile Launcher crits...

Zepheniah
Posts: 47
Joined: Sat May 05, 2012 12:12 pm

Re: Enhanced Racial Perks Project [WIP]

Post by Zepheniah » Fri Apr 26, 2013 3:44 am

In this version it's pretty much a Pegasus-only Wall of Whirling Hooves/Blades that works against any attack, but doesn't negate critical hits.
Alrighty! One down.

In terms of anti-critical measures, I'd suggest small, flat penalties against enemy critical hits. (A-lá Advanced Cyberpony)
I'd suggest changing Clever Prancer to, say, -3% to enemy crit chance per rank and create a whole new perk with only one rank that provides 50% evasion against critical hits.
As further protection mechanics from the insta-gibbing power of critical hits, I'd suggest a perk that multiplies DT when being critically hit and a perk that reduces the critical hit multiplier by 1 to a minimum of x2 damage.

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Viewing_Glass
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Joined: Wed Jul 25, 2012 8:02 pm

Re: Enhanced Racial Perks Project [WIP]

Post by Viewing_Glass » Fri Apr 26, 2013 4:04 pm

Let's try to keep the discussion focused on racial perks for now.

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