Alternate Core Documents
- Viewing_Glass
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Re: Alternate Core Documents
Hrm... I would suggest for a perk that allows ranged projectile weapons to disarm to be the following:
Disarming Shot. Level 16, requires Battle Saddles / Firearms 90. You may make a shot to disarm a weapon held held by your target. This attack cannot be used to disarm a battle saddle or unarmed weapon. This is a called shot that takes a -50 to hit. Should you successfully hit, an opposed Strength check (the Strength of the target versus your weapon's strength). Should you attempt this with a battle saddle, calculate a single weapon's strength with a bonus of +3. When this perk is taken, you choose Battle Saddles or Firearms. You may take this perk more than once, however it only applies once to each weapon type.
I would be against shooting a weapon to disarm it and degrading the weapon one category. This creates a loop that makes the PC's suffer. Four enemies ready to disarm a weapon anytime it is wielded. A weapon in good or less condition becomes destroyed if the PC picks up the weapon each time it is destroyed. In addition, I don't see PCs doing it... because it destroys loot.
Disarming Shot. Level 16, requires Battle Saddles / Firearms 90. You may make a shot to disarm a weapon held held by your target. This attack cannot be used to disarm a battle saddle or unarmed weapon. This is a called shot that takes a -50 to hit. Should you successfully hit, an opposed Strength check (the Strength of the target versus your weapon's strength). Should you attempt this with a battle saddle, calculate a single weapon's strength with a bonus of +3. When this perk is taken, you choose Battle Saddles or Firearms. You may take this perk more than once, however it only applies once to each weapon type.
I would be against shooting a weapon to disarm it and degrading the weapon one category. This creates a loop that makes the PC's suffer. Four enemies ready to disarm a weapon anytime it is wielded. A weapon in good or less condition becomes destroyed if the PC picks up the weapon each time it is destroyed. In addition, I don't see PCs doing it... because it destroys loot.
- f1r3w4rr10r
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Re: Alternate Core Documents
I just got one question on this. You explained how you do that shot. But how does it effectively affect your attempt to get out of a telekinetic grasp?Kkat wrote:Minor clarification to Telekinesis: As part of the opposed Strength check to break free of a telekinetic grip... A target may fire a projectile weapon as part of this opposed Strength check. This shot is unaimed, they lose AP in an amount equal to (weapon AP -5, minimum 10) on their next turn.
Two things about this: You contradicted yourself in saying, that it can't be used against battle saddles and then said it can be used with a +3 to the wielder's STR. I also wouldn't put a -50 penalty on it, since you are already sacrificing a bit by having to take a perk. Further, you could indeed disarm a few unarmed weapons.Viewing_Glass wrote:Hrm... I would suggest for a perk that allows ranged projectile weapons to disarm to be the following:
Disarming Shot. Level 16, requires Battle Saddles / Firearms 90. You may make a shot to disarm a weapon held held by your target. This attack cannot be used to disarm a battle saddle or unarmed weapon. This is a called shot that takes a -50 to hit. Should you successfully hit, an opposed Strength check (the Strength of the target versus your weapon's strength). Should you attempt this with a battle saddle, calculate a single weapon's strength with a bonus of +3. When this perk is taken, you choose Battle Saddles or Firearms. You may take this perk more than once, however it only applies once to each weapon type.
I would be against shooting a weapon to disarm it and degrading the weapon one category. This creates a loop that makes the PC's suffer. Four enemies ready to disarm a weapon anytime it is wielded. A weapon in good or less condition becomes destroyed if the PC picks up the weapon each time it is destroyed. In addition, I don't see PCs doing it... because it destroys loot.
And concerning the degrading: That's why I prefer to use a percentage based system. If you degrade a weapon by 5% or 10% on each disarm, it doesn't seem that fatal anymore and would in the same turn justify lower aim penalty.
- SilverlightPony
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Re: Alternate Core Documents
IMHO, it shouldn't be a perk, just a very difficult Called Shot.
I dunno if making it a STR check is the best idea, as it's frequently less about the force knocking the weapon loose and more about startling the target into fumbling their grip on it. Mythbusters tested this, both with a model hand holding the target weapon, and with the Mythbusters holding a gun by a second handle while it was triggered remotely (imparting the same force to his hand as if it had been hit with a shot from another gun). This clip doesn't show the outcome, but the full episode is available on Netflix if you want to watch it (Collection 7, episode 4).
They each tried three different scenarios: As the target gun is being drawn (pointing downward, shot "coming from" ahead, "into" the top of the gun); disarming someone who's aiming laterally to the shooter (as in a hostage situation, "hitting" the gun in the side); and the "shootout" position, straight-on. Adam was able to hold on all 3 times, but in the first two tests, Jamie was startled into dropping the gun.
tl;dr: making it a STR check is unrealistic, but may be good for gameplay; not sure.
I dunno if making it a STR check is the best idea, as it's frequently less about the force knocking the weapon loose and more about startling the target into fumbling their grip on it. Mythbusters tested this, both with a model hand holding the target weapon, and with the Mythbusters holding a gun by a second handle while it was triggered remotely (imparting the same force to his hand as if it had been hit with a shot from another gun). This clip doesn't show the outcome, but the full episode is available on Netflix if you want to watch it (Collection 7, episode 4).
They each tried three different scenarios: As the target gun is being drawn (pointing downward, shot "coming from" ahead, "into" the top of the gun); disarming someone who's aiming laterally to the shooter (as in a hostage situation, "hitting" the gun in the side); and the "shootout" position, straight-on. Adam was able to hold on all 3 times, but in the first two tests, Jamie was startled into dropping the gun.
tl;dr: making it a STR check is unrealistic, but may be good for gameplay; not sure.
- Viewing_Glass
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Re: Alternate Core Documents
Actually its not a contradiction. You can't use a disarming shot against a battle saddle to disarm the battle saddle (its more strongly held in place). However, you can USE weapons in a battle saddle to make the disarming shot, so long as you took the perk for battle saddles. Then, because of both shots (and the strength that comes with them) you gain the bonus to the weapon's strength check.f1r3w4rr10r wrote: Two things about this: You contradicted yourself in saying, that it can't be used against battle saddles and then said it can be used with a +3 to the wielder's STR. I also wouldn't put a -50 penalty on it, since you are already sacrificing a bit by having to take a perk. Further, you could indeed disarm a few unarmed weapons.
And concerning the degrading: That's why I prefer to use a percentage based system. If you degrade a weapon by 5% or 10% on each disarm, it doesn't seem that fatal anymore and would in the same turn justify lower aim penalty.
As for being able to disarm an unarmed weapon...
As for the percentage based system... eh. Still have the same problem and it would destroy the PC's gear. And that's something I want to avoid: putting a perk that is hugely disadvantageous to the PCs (the snipers readying to disarm a weapon) but hugely advantageous for the NPCs (since its generally easier for an NPC to set an ambush than a PC and the NPC doesn't have to live with the fact their weapon got reduced by 30% because some pony decided to shoot it out of their grasp with a pistol or something).Tier Arranged Fo3/NV Weapon List: Ammo List and Special Rules wrote: Attacks count as unarmed attacks and fall under the Unarmed skill. Unarmed weapons cannot be disarmed, and take a minute to strap on or remove.
Also, the perk should probably specify that only projectile weapons in a battle saddle work when using this perk.
Eh. I wanted to make it a perk simply to still give melee a reason not to hate life. Otherwise, if its a difficult called shot that can be made at level one... Melee character gets the weapon shot out of their grasp, they run and pick it up. Weapon gets shot out of grasp, they run to pick it up. Ad infinitem.SilverlightPony wrote:IMHO, it shouldn't be a perk, just a very difficult Called Shot.
**Points were made**
tl;dr: making it a STR check is unrealistic, but may be good for gameplay; not sure.
As for making it a STR check... yeah, its unrealistic, but at the same time, a disabling effect shouldn't be something that is done with no check against it. I mean, how fun is that for a character AND the player?
- f1r3w4rr10r
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Re: Alternate Core Documents
I just misread it then. But I wouldn't give this bonus outright, since a saddle's guns would have to be synced in order to do that. If I remember correctly, weapons on a saddle don't fire at the exact same time by default and can also be fired simultaneously.Viewing_Glass wrote:Actually its not a contradiction. You can't use a disarming shot against a battle saddle to disarm the battle saddle (its more strongly held in place). However, you can USE weapons in a battle saddle to make the disarming shot, so long as you took the perk for battle saddles. Then, because of both shots (and the strength that comes with them) you gain the bonus to the weapon's strength check.
Guess I just skipped over this, since I am mainly using Mad_Modd's list.Viewing_Glass wrote:As for being able to disarm an unarmed weapon...Tier Arranged Fo3/NV Weapon List: Ammo List and Special Rules wrote: Attacks count as unarmed attacks and fall under the Unarmed skill. Unarmed weapons cannot be disarmed, and take a minute to strap on or remove.
I was talking about a mere 5 to 10%. That won't really do much to the weapon. Some weapons are even extra durable, so they can take more wear overall. And to be completely honest, it makes the game more interesting in my opinion and a bit harder.Viewing_Glass wrote:As for the percentage based system... eh. Still have the same problem and it would destroy the PC's gear. And that's something I want to avoid: putting a perk that is hugely disadvantageous to the PCs (the snipers readying to disarm a weapon) but hugely advantageous for the NPCs (since its generally easier for an NPC to set an ambush than a PC and the NPC doesn't have to live with the fact their weapon got reduced by 30% because some pony decided to shoot it out of their grasp with a pistol or something).
But even if, it's not like you as a GM would nor should repeatedly pummel the gun of a single player. Of course that would not raise his mood.
Re: Alternate Core Documents
How it affects your attempt has been in the rules for a long time. This is just added text to explain how you do the shot.f1r3w4rr10r wrote:I just got one question on this. You explained how you do that shot. But how does it effectively affect your attempt to get out of a telekinetic grasp?
That's pretty much all the reasons I think it is absolutely a good addition.Viewing_Glass wrote:I would be against shooting a weapon to disarm it and degrading the weapon one category. This creates a loop that makes the PC's suffer. Four enemies ready to disarm a weapon anytime it is wielded. A weapon in good or less condition becomes destroyed if the PC picks up the weapon each time it is destroyed. In addition, I don't see PCs doing it... because it destroys loot.
- First, the idea that shooting the weapon damages it is completely logical... it is actually nonsensical for it not to.
- Second, by making it damage the "loot", that makes this a tactical choice with a cost, and it prevents being able to disarm with ranged weapons from screwing over melee and unarmed fighters -- their disarm is still very much superior in that it doesn't degrade the weapons. (Although immediately degrading an enemy's weapon can be a major advantage if that enemy is inclined to grab it and use it again.
- Third, PCs should have to worry about their weapons degrading. Weapon degradation should be something that is a concern in the game, which it simply isn't right now.
I agree that a GM shouldn't loop "shoot weapon out of PC's hand, PC picks it back up, repeat"... but that's an issue of a jackass GM, not a bad rule.
PS: Darts now have the Armor Piercing quality, making dart guns a more functional weapon.
- TyrannisUmbra
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Re: Alternate Core Documents
Just reposting this for Kkat to see while she's reading the topic.TyrannisUmbra wrote:I just ran into something that isn't covered in the rules regarding stealth.
Silent Gallop is a thing that exists, but the stealth rules don't define penalties for running while sneaking. Additionally, this leaves a question of whether or not a pegasus flying at normal flight speed counts as 'running' for the purposes of sneaking without the Silent Gallop perk or not, since in all cases they will be moving at equal to or higher than their sprint speed, but it is the 'slow' flight speed.
I kinda want some thoughts on this, but mostly I wanted to bring this to Kkat's attention so some definitions can be added.
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- Viewing_Glass
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Re: Alternate Core Documents
To be fair, weapon degradation is a huge problem if you are playing a low luck character, especially one that is using automatic weapons. Perhaps say that, instead of counting it as one step of degradation, getting your weapon disarmed using the perk would count the same as if the wielder had rolled a crit fail?Kkat wrote: That's pretty much all the reasons I think it is absolutely a good addition.
- First, the idea that shooting the weapon damages it is completely logical... it is actually nonsensical for it not to.
- Second, by making it damage the "loot", that makes this a tactical choice with a cost, and it prevents being able to disarm with ranged weapons from screwing over melee and unarmed fighters -- their disarm is still very much superior in that it doesn't degrade the weapons. (Although immediately degrading an enemy's weapon can be a major advantage if that enemy is inclined to grab it and use it again.
- Third, PCs should have to worry about their weapons degrading. Weapon degradation should be something that is a concern in the game, which it simply isn't right now.
Re: Alternate Core Documents
New Action Type!
General: A general action is any relatively simple action that doesn’t fit into any of the other action types, such as opening a door or tying a rope, as well as skill-based action attempts such as hacking a terminal or picking a lock. A general action costs 25 AP in combat and requires that the necessary equipment be already held by the pony attempting it. Inventions or equipment modifications may decrease the AP cost of specific general actions. (For example: a quick-release harness may reduce the cost of detaching oneself from a wagon from 25 AP to 10 AP.)
General: A general action is any relatively simple action that doesn’t fit into any of the other action types, such as opening a door or tying a rope, as well as skill-based action attempts such as hacking a terminal or picking a lock. A general action costs 25 AP in combat and requires that the necessary equipment be already held by the pony attempting it. Inventions or equipment modifications may decrease the AP cost of specific general actions. (For example: a quick-release harness may reduce the cost of detaching oneself from a wagon from 25 AP to 10 AP.)
Re: Alternate Core Documents
I don't think it's good policy to nerf reasonable dangers and penalties for everyone because someone might build a character that maximizes self-detrimental effects.Viewing_Glass wrote:To be fair, weapon degradation is a huge problem if you are playing a low luck character, especially one that is using automatic weapons. Perhaps say that, instead of counting it as one step of degradation, getting your weapon disarmed using the perk would count the same as if the wielder had rolled a crit fail?