Alternate Core Documents

A place to discuss any PnP (Pen and Paper) role-playing games you are working on.
User avatar
Seraph-Colak
Posts: 34
Joined: Sat Oct 19, 2013 1:38 pm

Re: Alternate Core Documents

Post by Seraph-Colak » Thu Jan 09, 2014 1:44 am

Another bit about spellcasting that i've wondered about, the One Trick Pony trait allows you to have any basic spell but the only spell that seems to benefit outside the potency or versatility bonus for mighty spell is telekinesis which gives you the ability to fly short distances.
What about otp light? What about teleportation?
I just think we could put some thought into these and make a one trick pony a bit better with his trick.

User avatar
NitoKa
Posts: 201
Joined: Fri Mar 30, 2012 3:56 pm

Re: Alternate Core Documents

Post by NitoKa » Thu Jan 09, 2014 2:04 am

Seraph-Colak wrote:Another bit about spellcasting that i've wondered about, the One Trick Pony trait allows you to have any basic spell but the only spell that seems to benefit outside the potency or versatility bonus for mighty spell is telekinesis which gives you the ability to fly short distances.
What about otp light? What about teleportation?
I just think we could put some thought into these and make a one trick pony a bit better with his trick.
To be honest I agree. My One Trick in Growth felt really useless, even if I gave her Pot 8 and might spell rank 4.

I had to arrange with the gm that I was able to get the advanced version of the spell at level 6 through having both One Trick and Magic Knack.

Some spells just don't work for One Trick.

User avatar
Viewing_Glass
Posts: 454
Joined: Wed Jul 25, 2012 8:02 pm

Re: Alternate Core Documents

Post by Viewing_Glass » Thu Jan 09, 2014 2:33 am

NitoKa wrote:
Seraph-Colak wrote:Another bit about spellcasting that i've wondered about, the One Trick Pony trait allows you to have any basic spell but the only spell that seems to benefit outside the potency or versatility bonus for mighty spell is telekinesis which gives you the ability to fly short distances.
What about otp light? What about teleportation?
I just think we could put some thought into these and make a one trick pony a bit better with his trick.
To be honest I agree. My One Trick in Growth felt really useless, even if I gave her Pot 8 and might spell rank 4.

I had to arrange with the gm that I was able to get the advanced version of the spell at level 6 through having both One Trick and Magic Knack.

Some spells just don't work for One Trick.
To be fair, that's intended. If every spell worked for it, it would take away some of the fun of choosing and working out interesting One-Tricks!

As a note, The Blossom is almost the best superhero. Batmare just barely beats that.

User avatar
Seraph-Colak
Posts: 34
Joined: Sat Oct 19, 2013 1:38 pm

Re: Alternate Core Documents

Post by Seraph-Colak » Thu Jan 09, 2014 1:34 pm

Its mostly little details like with light. Light at its highest with 10 potency and mighty spell 4 has an illumination range of 160 yards/480 feet, a dazzling range (-10 to sight checks if you look at it) of 80 yards/240 feet and a blinding range (-30s to sight) of 1 yard. Shouldn't there be more of a scale when it comes to that?

User avatar
Viewing_Glass
Posts: 454
Joined: Wed Jul 25, 2012 8:02 pm

Re: Alternate Core Documents

Post by Viewing_Glass » Thu Jan 09, 2014 3:32 pm

I do think the blinding range can use a small boost, simply because the radius of blinding light on a pipbuck is the same as that on a unicorn horn... which doesn't make much sense.

User avatar
Viewing_Glass
Posts: 454
Joined: Wed Jul 25, 2012 8:02 pm

Re: Alternate Core Documents

Post by Viewing_Glass » Fri Jan 10, 2014 1:03 am

Also, as a note, here is a new and improved sheet for people to use!

You can find it located here.

User avatar
Viewing_Glass
Posts: 454
Joined: Wed Jul 25, 2012 8:02 pm

Re: Alternate Core Documents

Post by Viewing_Glass » Sat Jan 11, 2014 6:11 pm

Kkat wrote:Maybe something as simple as strain regeneration per hour of 5 (Normal), 10 (light), 15 + (level / 2, rounded down) (resting), 20 + level (sleeping).
So, was this going to be a thing? Conversation kind of... stopped... in regards to this.

User avatar
Kkat
Posts: 375
Joined: Thu Nov 10, 2011 5:54 am

Re: Alternate Core Documents

Post by Kkat » Sun Jan 12, 2014 3:21 am

Well, with a lack of opposing (or, really, any) input beyond the few cheers it got, I think we'll go ahead and try this.

Strain:
Strain regeneration per hour is now 5 (Normal), 10 (light), 15 + (level / 2, rounded down) (resting), 20 + level (sleeping).

User avatar
Ghostpony
Posts: 91
Joined: Fri Feb 08, 2013 7:14 am

Re: Alternate Core Documents

Post by Ghostpony » Sun Jan 12, 2014 10:01 pm

Going to comment on a few things;

In my game a flyer who ends up with a crippled wing will have to spend all action points to make for a landing at flight rank 1. If both wings become crippled the flyer will enter free fall. I fell this is the best way to deal with the subject. Also a unicorn with a crippled horn makes skill checks as needed at -3 and and pays 1.5 times the normal strain.

As for silent flight, flyers with access to pegasus tricks become frightening. A pegasus for example could make a fog hide in it and snipe from it with stealth at a scarey level of effectiveness for the level it could be done at. Also consider that distance between the character making a perception check and the stealthy character affects the roll and silent flight becomes very OP. In my game flight will be noisy.

Rules to destroy limbs is a good idea. I rule slightly differently however; my rules are a limb is lost if a pc takes his full hp from a single hit to given limb. The only other way to take a limb off is to make a deliberate effort at it, the same amount of damage is needed but it may be done with more than one hit. Rolls after the first suffer the -20 for targeting the same spot on the limb. When the total hp limb is reached the character gets to roll luck to keep the limb, if it is kept each hit after that needs another luck roll.

Disrupting a spell should be harder than a simple tap to the horn. Sure Sweetie Bell does so to Rarity, but Rarity was hardly a combat hardened spell caster. I would suggest some kind of roll to maintain casting focus. Or possibly reduce the ap of a failed attempt at casting a spell. It would be unfair for a player to loose 45 ap to somepony's 10 or 15 ap action. The 50pt penalty to hit still means that 3 npcs tasked to spell suppression under the current could render a unicorns spell casting very problematic. Skill 75 npcs with pistols sitting at med range with a skill of 75 would, even with out aiming, have a 43.75% chance of stopping the casting action and still have ap to fight with. With aiming that increases to 70%. Something to think about. If nothing else make a perk or perk chain for dedicated casters to use for maintaining focus. Kkat its only a must have perk if you are a dedicated combat casting unicorn. I play one unicorn who does not use magic in combat and is purely a utility caster.

Strain regeneration; I'm voting for the Strain regeneration per hour is now 5 (Normal), 10 (light), 15 + (level / 2, rounded down) (resting), 20 + level (sleeping). As for a test plan.



In other news had surgery Wednesday morning. So of course Wednesday afternoon ya all went nuts posting. Took a while to catch up. :derpytongue2:

User avatar
Kkat
Posts: 375
Joined: Thu Nov 10, 2011 5:54 am

Re: Alternate Core Documents

Post by Kkat » Wed Jan 15, 2014 2:36 am

Minor clarifications:

The following line has been added to the equipment part of character generation: Equipment purchased during character creation are always in “good” condition and are not subject to Barter adjustments.

The following example has been added to stealth penalties under the -30 penalty category: Sprinting (hearing, negated by Silent Gallop perk)
Likewise: Flight is considered silent for basic Movement actions (but not Sprinting). However, air disturbance can be detected through the sense of touch.

Post Reply