Alternate Core Documents
Re: Alternate Core Documents
New Addition: Assisting!
The following has been added to Skill Checks:
Assisting: Outside of combat, a character may attempt to assist another character in making a skill check. (Characters may not assist other characters in targeting or attacking, even if combat has not begun.) The assisting character must have a skill level of at least 25 in the skill, and grants a +5 bonus to the primary character’s roll for every full 25 levels the assisting character has in the skill. Normally, only one character may assist another. Too many voices tend to have lessened or even detrimental effects.
In some circumstances, a character may attempt to assist another character in a skill roll for casting a spell, but only if the character possesses both the skill at 25 or higher and the spell at the level it is being cast at. Even then, the bonus from this assistance does not count towards degrees of success, but can only help avoiding failure.
The following has been added to Skill Checks:
Assisting: Outside of combat, a character may attempt to assist another character in making a skill check. (Characters may not assist other characters in targeting or attacking, even if combat has not begun.) The assisting character must have a skill level of at least 25 in the skill, and grants a +5 bonus to the primary character’s roll for every full 25 levels the assisting character has in the skill. Normally, only one character may assist another. Too many voices tend to have lessened or even detrimental effects.
In some circumstances, a character may attempt to assist another character in a skill roll for casting a spell, but only if the character possesses both the skill at 25 or higher and the spell at the level it is being cast at. Even then, the bonus from this assistance does not count towards degrees of success, but can only help avoiding failure.
- TyrannisUmbra
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Re: Alternate Core Documents
Thank you very much! Now that it's at least defined, we have a basis to go on.Kkat wrote: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.
Assisting looks nice, too! But maybe, instead of +5 for every 25, it could be defined at +1 for every 5? The same overall bonus but more gradual and means that every little bit counts instead of just being broken up into 25-point tiers.
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- SilverlightPony
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Re: Alternate Core Documents
I say split the difference. Keep the 25 minimum (you're not going to be much help to someone else if you hardly know anything about it yourself), but make it 1 point for every 5 above that.TyrannisUmbra wrote:Assisting looks nice, too! But maybe, instead of +5 for every 25, it could be defined at +1 for every 5? The same overall bonus but more gradual and means that every little bit counts instead of just being broken up into 25-point tiers.
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Re: Alternate Core Documents
Well, I never said to remove the minimum, just that it should be +1 per 5SilverlightPony wrote:I say split the difference. Keep the 25 minimum (you're not going to be much help to someone else if you hardly know anything about it yourself), but make it 1 point for every 5 above that.TyrannisUmbra wrote:Assisting looks nice, too! But maybe, instead of +5 for every 25, it could be defined at +1 for every 5? The same overall bonus but more gradual and means that every little bit counts instead of just being broken up into 25-point tiers.
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Re: Alternate Core Documents
Ah, the way you phrased it implied that. My mistake.
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Re: Alternate Core Documents
So, after double-checking the game, I realized that the four minute duration of drugs from the game is what we get as a player. Four minutes for us, as players, is 2 hours in game (1 minute is around half an hour... checked it with a stopwatch). May I suggest that the duration of drugs be extended? Especially something like Rad-X?
Re: Alternate Core Documents
We definitely do not want to increase the duration of combat drugs. However, I think increasing the duration of Rad-X is probably a good call. I'll check with uSea about it.Viewing_Glass wrote:So, after double-checking the game, I realized that the four minute duration of drugs from the game is what we get as a player. Four minutes for us, as players, is 2 hours in game (1 minute is around half an hour... checked it with a stopwatch). May I suggest that the duration of drugs be extended? Especially something like Rad-X?
I see definite merit in keeping assisting bonuses connected to the tiers -- the math is cleaner, it syncs well with difficulty ratings, and I don't want to make assisting too beneficial. For now, let's playtest the current system.TyrannisUmbra wrote:Well, I never said to remove the minimum, just that it should be +1 per 5SilverlightPony wrote:I say split the difference. Keep the 25 minimum (you're not going to be much help to someone else if you hardly know anything about it yourself), but make it 1 point for every 5 above that.TyrannisUmbra wrote:Assisting looks nice, too! But maybe, instead of +5 for every 25, it could be defined at +1 for every 5? The same overall bonus but more gradual and means that every little bit counts instead of just being broken up into 25-point tiers.
Re: Alternate Core Documents
On the topic of combat drugs, it shouldn't be the case that the average drug addict has to take 100 hits of Dash every single day in order to perform basic functions. My preferred reading is that the bonuses apply for the first 4 minutes, but the lingering buzz/withdrawal doesn't kick in for an hour.
Re: Alternate Core Documents
I would suggest lengthening the time PTM's last as they are used more for social than combat situations. As for combat drugs? most combats in my experience don't last 4 minutes, so they don't need an extension.
Re: Alternate Core Documents
In keeping to the FallOut skill set Kkat has kept the feel of the game but in a general RPG I often find myself having to stretch skill definitions at times. As an example if your not using Mad Modd's skill set what would Pilot fall under? What about professional entertainment skills (Ie Singing, Dancing, Playing an instrument, Stand up comedy? How about Investigation (the ability to identify clues and interpret what they may mean)? What about crew served weaponry? (Its not like a trebuchet would be that hard for a mechanic to build one))
Also what about skills like Botany? Its a science skill but as herbs are gathered using survival....
I feel skills could use some expansion and or clarifications. For instance Viewing Glass suggests that all entertainer skills fall under Speech. How does everyone else feel about that?
Also what about skills like Botany? Its a science skill but as herbs are gathered using survival....
I feel skills could use some expansion and or clarifications. For instance Viewing Glass suggests that all entertainer skills fall under Speech. How does everyone else feel about that?