True! But at the same time, that is the reward of playing a higher luck character... less equipment degradation.Kkat wrote: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?
Alternate Core Documents
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Re: Alternate Core Documents
Re: Alternate Core Documents
Correct, one of the rewards for playing a higher luck character should be less equipment degradation... not near-immunity from equipment degradation.Viewing_Glass wrote:True! But at the same time, that is the reward of playing a higher luck character... less equipment degradation.
Last edited by Kkat on Wed Oct 16, 2013 7:41 pm, edited 2 times in total.
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Re: Alternate Core Documents
Fair enough. So... are you going to say an entire step of equipment degradation, or one crit-fail?
Re: Alternate Core Documents
One-step of degradation for ranged disarm is reasonable. Or, at least, the arguments against it need to be supported through playtesting before they can be persuasive.Viewing_Glass wrote:Fair enough. So... are you going to say an entire step of equipment degradation, or one crit-fail?
- TheWanderingZebra
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Re: Alternate Core Documents
I'd actually would like to know as well. What exactly would be the difference of walking and running while sneaking? Is it how fast you reach your destination or something?TyrannisUmbra wrote: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.
"There is no such thing as mental illness, hence also no such thing as psychotherapy." - Lachlan Morris
- TyrannisUmbra
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Re: Alternate Core Documents
Running while sneaking is supposed to carry a penalty to sneak -- it makes it easier for someone to spot you. The perk is supposed to eliminate those penalties, making it so you can run while sneaking without risk.Otaku1995exe wrote:I'd actually would like to know as well. What exactly would be the difference of walking and running while sneaking? Is it how fast you reach your destination or something?TyrannisUmbra wrote: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.
And, how fast you reach your destination can be an issue. The game I was playing where this came up, it would have taken me 3 turns to sneak into range of an enemy target going by my normal walking rate, 1 turn going by my flying speed, and it was arguably a situation I might think about risking moving at a higher speed -- but there's no defined penalty!
Primary IRC nicks: TyrannisUmbra, Silver_Wing
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Re: Alternate Core Documents
As a GM I would treat moving at a normal walk a -15 and at a run a -30. Unless you wont to go over the skill penalty caps.TyrannisUmbra wrote:
Running while sneaking is supposed to carry a penalty to sneak -- it makes it easier for someone to spot you. The perk is supposed to eliminate those penalties, making it so you can run while sneaking without risk.
And, how fast you reach your destination can be an issue. The game I was playing where this came up, it would have taken me 3 turns to sneak into range of an enemy target going by my normal walking rate, 1 turn going by my flying speed, and it was arguably a situation I might think about risking moving at a higher speed -- but there's no defined penalty!
Sneaking at least in my opinion goes no faster than 1/2 your normal walk speed.
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Re: Alternate Core Documents
Kkat wrote:Addition to the Charging movement action: Charging is exhausting; the maximum number of successive charges actions you can take is equal to your (END / 2, rounded up). Charge cannot be used for calculating overland travel times.
Speed Burst has been clarified such that the AP rounds up.
Just found a problem with this. Under these new rules its impossible to make a Sonic Rainboom as even at END 10 you cant charge more than 5 times
Possible solution (via Viewing_Glass): Change 'ten full charging actions' to 'ten full sprinting actions'.Sonic Rainboom (10 TP, requires Speed Burst perk): Requires at least ten full charging actions, at the end of which, the character temporarily gains Flight (Rank 5), breaking the sound barrier and leaving behind and expanding rainbow explosion. This explosion will expand over a vast area (at least as large as a moderate-sized town or battlefield), destroying any clouds and cloud-structures in its path, including those of Cloud Sculpting, Cloud Architecture and Storm Cloud Architecture.
I think that's the only pegasus trick that affected.Tactical Rainbooms only need 3 charging actions so the pegasus doing it would need an END of 5 to pull off the trick.
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Re: Alternate Core Documents
I don't think those actions need to be in the same turn, just consecutive.The Custodian wrote:Kkat wrote:Addition to the Charging movement action: Charging is exhausting; the maximum number of successive charges actions you can take is equal to your (END / 2, rounded up). Charge cannot be used for calculating overland travel times.
Speed Burst has been clarified such that the AP rounds up.
Just found a problem with this. Under these new rules its impossible to make a Sonic Rainboom as even at END 10 you cant charge more than 5 times
Possible solution (via Viewing_Glass): Change 'ten full charging actions' to 'ten full sprinting actions'.Sonic Rainboom (10 TP, requires Speed Burst perk): Requires at least ten full charging actions, at the end of which, the character temporarily gains Flight (Rank 5), breaking the sound barrier and leaving behind and expanding rainbow explosion. This explosion will expand over a vast area (at least as large as a moderate-sized town or battlefield), destroying any clouds and cloud-structures in its path, including those of Cloud Sculpting, Cloud Architecture and Storm Cloud Architecture.
I think that's the only pegasus trick that affected.Tactical Rainbooms only need 3 charging actions so the pegasus doing it would need an END of 5 to pull off the trick.
Primary IRC nicks: TyrannisUmbra, Silver_Wing
Current PNP characters: <Non-FoE Only>
Current PNP characters: <Non-FoE Only>
Re: Alternate Core Documents
Minor adjustment:
The guidelines for creating monsters now lists the "perk every other level after 10" as optional, and recommends it only for green and yellow threats.
The guidelines for creating monsters now lists the "perk every other level after 10" as optional, and recommends it only for green and yellow threats.