
Getting back on track by looking at some old ideas left unresolved:
Palm wrote:I suggest the following, rather generic trait.
Specialization: Chose one or a few closely related applications of a skill. Increase that skill by +5 (or more in some cases if GM allows it) Any other applications of that skill is done against its base value. This trait can be removed anytime the character improves the skill, removing both the bonus and restriction.
I think a simple +5 is rather innoffensive and encourage good rp more than anything else. I suspect that players simply trying to break the game wont give this a second look.
I do like the idea of a specialization-style trait. However, as Viewing Glass suggests later, +5 seems low for a trait. There was mention of giving a penalty for other uses of the skill. Perhaps +10 for a specific use, -5 for other uses? Something else? And to make the trait more significant, should the bonus from this trait count for meeting difficulties? And should the bonus allow the character to have an effective skill rating above 100% for purposes of determining degrees of success? Also, should this be restricted to knowledge uses (as the original version of this trait suggested) or be allowed for other application?. For example, somepony whose Science is specialized in Hacking?
Alternately, should we make it a perk as Ghostpony suggests?
uSea wrote:I think the action description already clears that up.
Use Items: Using an item from your inventory, such as a healing potion or chem, costs 20 AP if you have hands, the Tail Trick perk or telekinesis. Otherwise, it costs 30 AP.
So from the general rules Tail Trick won't be of much use if you already have hands or telekinesis. (It would still give you an extra limb to use for when your hands were otherwise occupied or you couldn't use your magic for some reason.) I'd suggest that players work something out with their GM if they wanted to combine those abilities (like for a gun slinging Griffin who wanted to use 3 pistols at once, or something.)
As for the Griffin's race description, it should probably updated to say that Griffins have a reduced AP cost to use items, since having hands is already accounted for in the Use Item action.
I've made the change in the Griffin's race description. Thank you, uSea!
Viewing_Glass wrote:My suggestion for Monsters of Unusual Size: For every size category above 0, have the monster have 50% more base HP. Size 1 would have 150% HP, Size 2, 200% HP, Size 3, 250% HP, Size 4, 300% HP, Size 5, 350% HP. This helps mitigates PCs with the bonuses they gain to hit a target murderizing the massive monster. As for decreasing the amount of HP for monsters below size 0, I would say no. They already give PCs a penalty to hit them, and have a bonus to hit PCs.
Did we get any further with this idea?
And the idea is to multiply the base HP granted by Threat Level, correct? So a yellow threat (normally 50 + (END x Level) HP), that is size 3 would have (50 x 2.5) + (END x Level) HP... or 125 + (END x Level) HP?
Doesn't sound too bad, honestly. I would recommend against reducing HP of smaller creatures though. They seem squishy enough already.
Kkat wrote:LuminousNight wrote:Star-Crossed Friendship
I really like this idea. There are too few traits that are not geared towards racial special abilities or combat, and having one that plays off of a character's virtue is an extra bonus. However, I think that the benefit is too high. For obvious reasons, the go-to example is a group of six friends. A +60 bonus seems way too high, especially when +30 is the maximum net bonus in most circumstances. I would either reduce the bonus to +5% per friend or restrict the bonus to +10% for each such friend you are acting on behalf of.
Were there any objections to this write-up? Does it need more work? If not, I think it's worth possibly adding this to the system.
Seraph-Colak wrote:A lot of places likely didn't see the need for spell wards as the highest form of magic they'd likely seen the zebras utilize was cloaking and the zebras being the enemy and all was who you would be considering when making your defenses.
Also I think it would be a great idea to tie an alarm of some sort into the wards. No use putting them up if someone can break through without waking you up.
I like the idea of an "alarm" ward of some sort. The trick with that is that wards would be put into surfaces and effect things attempting to pass through the surface rather than over it. So how would we an alarm ward work without breaking that rule?
Also, I'm thinking that the time for setting up wards (with the exception of the possible alarm ward) would be in the range of an hour per level of the ward. How does this sound? I do agree with the assertion by Viewing Glass and TyrannisUmbra that making the spell last weeks is undesirable from a fun standpoint, although very appropriate from a conceptual standpoint. So I am inclined to make only the expert versions last weeks, and make permanent wards only possible through a
Great and Powerful version of the spells. Making the
Great and Powerful version also require either a gemstone of high Rarity or a surface made of non-degrading material (such as a Stable walls or a clipboard) would also explain why every building in the wasteland isn't fully warded.