Tier-based Weapon List

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uSea
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Re: Tier-based Weapon List

Post by uSea » Wed Apr 17, 2013 9:08 am

Viewing_Glass wrote:After having a conversation in regards to MEW, it was pointed out in NV that folks were always waiting for the recharger rifle and the recharger pistol to recharge before they could shoot again. With that in mind, I would suggest the following change to the recharger definition:

You may only fire three shots per turn with this weapon.
I worry that this would make those weapons too weak. I made them effectively infinite to keep things simple but if players want to keep track of recharging ammo then perhaps we can find a middle ground.

Here's an idea I had:
After weapon is drawn it recharges 3 shots at the end of each turn. If drawn before combat the weapon will be fully charged by the time combat starts, otherwise it starts at 0 charge. Auto 'deactivates' after 10mins without use (to prevent overheating or something).

This would be similar to NV, where the weapon had to be equipped to start charging, but keeps it simple for the player until combat actually starts. If the character activates the weapon to be ready for combat, then the weapon is also ready. If the combat is a surprise then the weapon needs time to charge.
Dance_Explosion wrote:well uSEA i say shot guns will be over powered due to them being extremely cheap and high damage guns that only work in short or shorter range with these changes, as the shot guns are now: they are deadly but stopped by thick armor and high DT, but this weakness can be over come with fletchett ammo [the AP ammo for shotguns] and shot gun surgeon. with the change you want to make it makes the down side for shot guns be the range [when using buck shot and not slugs i imagine] making shotguns by and large having the same or better damages in point bank then melee, and this is all done without needing nearly as high STR and without needing melee or unarmed as a skill. It makes melee and unarmed even worse of an option as only very very good melee ponies can do it when many others can just use a shot gun and sink more points into shooting then bothering with learning how to sword.
The change to shotguns was to make the damage falloff mechanic simpler and less fiddly for GMs and players to work out. I wanted to give Buckshot a way to lower DT a little at Point Blank range to compensate. If this makes them too good then I guess it isn't needed, but I really don't like forcing shotgun users to take a perk to deal with light armour. I didn't like it in NV and I wouldn't like it to be done here (even if we do have double the perk rate).
Dance_Explosion wrote: What i'm trying to get across is that the change to how shot guns work, which is completely needed as shot guns are already really good, makes shot guns a all around "if its close" weapon since the majority of ponies have firearms. why go melee when a shotgun can do more damage and need less skill points and SPECIAL points spread out. you only need agility, for both AP and firearms as a skill.
Well, something I'd like help with is what value should we assign to melee/unarmed's advantages? Things like no ammo cost, no need to reload, being capable of more damage than anything that isn't an automatic going Full Auto with high STR, and there are the various Unarmed Combat Maneuvers like Parry, Disarm, and Trip.

Godna
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Re: Tier-based Weapon List

Post by Godna » Wed Apr 17, 2013 12:24 pm

Why not just have it recharge a certain amount per round. I've always gone with 6. Like six seconds per round, but a slight different system. I'd say go with 2-3 per round. That way you're slowly depleting your ammo. Heck make it 1 if you're really getting so many complaints about it never running out.

Anyway if you do weaken it so though I'd recommend giving it a boost somehow to make up for that.

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Thanqol
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Re: Tier-based Weapon List

Post by Thanqol » Thu Apr 18, 2013 8:41 pm

I was told to repost some of my observations from the core document thread here, so here I am a'postin'!

- Jouster and Royal Jouster

These are two other perks I love and want to use, but I can't because it makes no mechanical sense.

Jouster gives you the ability to ignore 2 extra points of the enemy's armour. This translates to... two extra damage per hit! Royal Jouster replaces -5 DT with 1/2 DT, which is all right, but you've still basically spent 2 perks to mildly buff a weapon which is still 1xSTR+5+1d10. And you're at level 8. At level 8 it's not really believable that you'll lack the 300 caps needed for a Bear Trap Hoof (3xSTR+25+1d10). A few more levels on, when Power Hooves are on the table, the balance shifts even sharper away from it. It might be handy if you're absolutely disarmed, completely out of Strain, and fighting fully armoured Steel Rangers, but if that's happening then you're fucked regardless of if you spent 2 perks preparing for it or not.

Finally, as a straight up comparison, two serves of Iron Hoof does you better. +2d10 damage per hit, or an average of +10 damage, is more effective against any target with a DT lower than 20.

There are two possible solutions I see. One is to do what the game does, and have bare-hoof and horn damage scale up with your unarmed skill. The other is just to add a range of higher tier horn-augmenting unicorn unarmed weapons (which is my preference).

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Viewing_Glass
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Re: Tier-based Weapon List

Post by Viewing_Glass » Thu Apr 18, 2013 8:59 pm

I would also point out that a critical fail with a unicorn/alicorn horn is inherently more risky than a crit fail with a bare hoof or another weapon. I mean, if you critfail you stand a good chance of maybe hurting a hoof, which can be healed up with a spell or a potion.

If you critfail while using your horn, what happens?

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Dance_Explosion
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Re: Tier-based Weapon List

Post by Dance_Explosion » Thu Apr 18, 2013 11:41 pm

Dance_Explosion wrote:What i'm trying to get across is that the change to how shot guns work, which is completely needed as shot guns are already really good, makes shot guns a all around "if its close" weapon since the majority of ponies have firearms. why go melee when a shotgun can do more damage and need less skill points and SPECIAL points spread out. you only need agility, for both AP and firearms as a skill.
*cough* i um mis typed this here, i meant "completely UN-needed". shot gun damage is relatively high and light armors don't really soak all that much. heck with flettchets and the perk my shotgun deal with effective DT 28 vs normal steel ranger armor

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SilverlightPony
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Re: Tier-based Weapon List

Post by SilverlightPony » Thu Apr 18, 2013 11:46 pm

Dance_Explosion wrote:*cough* i um mis typed this here, i meant "completely UN-needed". shot gun damage is relatively high and light armors don't really soak all that much. heck with flettchets and the perk my shotgun deal with effective DT 28 vs normal steel ranger armor

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To be fair, Flechette ammo should be extremely rare, and by extension, rather expensive.
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Dance_Explosion
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Re: Tier-based Weapon List

Post by Dance_Explosion » Fri Apr 19, 2013 1:43 am

well the Flechette ammo only costs a half cap more then normal or slugs, and honestly, maybe shot guns just shouldn't be good at killing steel rangers, i use a sniper rifle and enchanted zebra swords on steel rangers mostly, or a chainsaw now, and well, the game, both fallout and FOE, wants a player to carry 3-4 weapons around. Im the kind of main line combatant of my party and i have 4-5 weapons, our EP mechanic has like 3-4 herself, and even our unicorn wizard has two guns. only out battle saddle offense spell unicorn has "one" weapon but just uses mighty spelled magical blasts to kill everything.

the change to damage just means that instead of DT x3 which is honestly super easy to deal with, the distance thing is going to be a much bigger problem to deal with, when the game is also built around not having a battle map either. Again shot guns are fine normally, and really good with shotgun surgeon, if taking a number and multiplying it by three is that big an issue during a game then don't use shotguns. I have used shotguns most of the campaign with little to no problem balance wise at all.
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uSea
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Re: Tier-based Weapon List

Post by uSea » Fri Apr 19, 2013 9:18 am

Thanqol wrote:I was told to repost some of my observations from the core document thread here, so here I am a'postin'!

- Jouster and Royal Jouster

These are two other perks I love and want to use, but I can't because it makes no mechanical sense.

Jouster gives you the ability to ignore 2 extra points of the enemy's armour. This translates to... two extra damage per hit! Royal Jouster replaces -5 DT with 1/2 DT, which is all right, but you've still basically spent 2 perks to mildly buff a weapon which is still 1xSTR+5+1d10. And you're at level 8. At level 8 it's not really believable that you'll lack the 300 caps needed for a Bear Trap Hoof (3xSTR+25+1d10). A few more levels on, when Power Hooves are on the table, the balance shifts even sharper away from it. It might be handy if you're absolutely disarmed, completely out of Strain, and fighting fully armoured Steel Rangers, but if that's happening then you're fucked regardless of if you spent 2 perks preparing for it or not.

Finally, as a straight up comparison, two serves of Iron Hoof does you better. +2d10 damage per hit, or an average of +10 damage, is more effective against any target with a DT lower than 20.

There are two possible solutions I see. One is to do what the game does, and have bare-hoof and horn damage scale up with your unarmed skill. The other is just to add a range of higher tier horn-augmenting unicorn unarmed weapons (which is my preference).
Hi Thanqol, thanks for posting! I don't really have any influence on the perks but I'd agree that Jouster is more of a gimmick right now than something useful. As for horn weapons, I think they'd be a cool addition. I had some ideas along those lines while working on the draft for the special attacks and if it's something players would like then I'll do my best to get them included. (Do you have any input on the horn special attacks?)

However, I don't remember anything like that being in the story so I'd have to find out what Kkat thinks about horn-enhancements first.
Dance_Explosion wrote:well the Flechette ammo only costs a half cap more then normal or slugs, and honestly, maybe shot guns just shouldn't be good at killing steel rangers, i use a sniper rifle and enchanted zebra swords on steel rangers mostly, or a chainsaw now, and well, the game, both fallout and FOE, wants a player to carry 3-4 weapons around. Im the kind of main line combatant of my party and i have 4-5 weapons, our EP mechanic has like 3-4 herself, and even our unicorn wizard has two guns. only out battle saddle offense spell unicorn has "one" weapon but just uses mighty spelled magical blasts to kill everything.
In New Vegas I never found the price of special ammo to be an issue, only its availability, so I tried to reflect that in the list with the note about scarcity (which leaves the decision up to the GM).
Dance_Explosion wrote:the change to damage just means that instead of DT x3 which is honestly super easy to deal with, the distance thing is going to be a much bigger problem to deal with, when the game is also built around not having a battle map either. Again shot guns are fine normally, and really good with shotgun surgeon, if taking a number and multiplying it by three is that big an issue during a game then don't use shotguns. I have used shotguns most of the campaign with little to no problem balance wise at all.
(Just to clarify, Buckshot was still multiplying remaining DT by 3.)
Okay, let's say a bonus at Point Blank isn't needed then. I'm a little confused when you said "the distance thing is going to be a much bigger problem to deal with, when the game is also built around not having a battle map either." The distance rule should be simpler to work out, since you would only have to know if you were within Short or not. Previously you would also have to know how far past Short you were to see how many 1d10's were lost, so wouldn't the change make it less complicated? I'm also worried about asking people using real dice to roll that many 1d10's, since I don't think they're as common as regular dice (which can at least be raided from board games).

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Viewing_Glass
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Re: Tier-based Weapon List

Post by Viewing_Glass » Fri Apr 19, 2013 3:55 pm

Generally you can pick up d10s from a local hobby of gaming store for cheap.

As far as special abilities for horns...actually, I like what the horn's special abilities are on the list as it is. However, I might suggest the following changes to Jouster and Royal Jouster:

Jouster: You've learned to hit with your horn where it truly hurts! Your horn's damage is now 2xSTR+5+1d10 (2xSTR+10+1d10 if you are an Alicorn). In addition, when performing a Potent/Majestic Strike, you deal an additional [2xPOT Damage] for POT strain.

Royal Jouster: You've learned to use your horn with devastating effects! Your horn is now considered Armor Piercing and deals an extra 5 damage. In addition, when perform a Potent/Majestic Strike, you deal an additional [3xPOT Damage] for POT strain.

I think that makes these perks more desirable while keeping the horn's damage in line with equivalent weapons of similar AP cost.

Thoughts?

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Dance_Explosion
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Re: Tier-based Weapon List

Post by Dance_Explosion » Mon Apr 22, 2013 11:58 am

I must say then, i am really confused as to what is being changed with shotguns at all then. It looks like they are loosing dice to damage, but get a higher flat damage bonus, and having more penalties added to shooting at longer range then?

On a side note i would suggest that the shot gun tier progression be something like this:

T0- single shot
T1- caravan shotgun and sawed off shotgun
T2- lever action shotgun and double barreled shotgun.
T3- Hunting shotgun
T4- Riot shotgun and Combat shotgun

I feel this better represents the way the guns worked in the game, with the hunting shotgun being one of the best guns even at the end game if you upgraded it and took shotgun surgeon. All my experiences with the double barreled shotgun make it a bit of a piece of shit that i could hardly kill anything with even if i was making a sneak attack with it VATSed at the back of some ones head.

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