Alternate Core Documents

A place to discuss any PnP (Pen and Paper) role-playing games you are working on.
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Kkat
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Re: Alternate Core Documents

Post by Kkat » Wed Jan 02, 2013 9:02 am

I'm tempted to make Chems one of the rare things that can raise a SPECIAL above 10. This would be to help offset the considerable dangers of drugs in this system, and to help exemplify how concepts like Doombunny Style can be so terrifying. However, this could also make them too powerful What do you think?
Viewing_Glass wrote:Interesting idea Kkat, but if they succeed in getting inside the shield, would I have to recast/reshape the shield to get them back on the other side?
I would say you would have to recast the spell.
Godna wrote:Strange question, but if you're standing behind a shield that is for example an alicorn has their shield up around them and an opponent tries to shoot through the shield to hit a pony behind it would it have to pierce the shield twice? (one to get inside once to get out?) or say a pony shapes their shield like a wall and folds it over itself like a folded towel?
Good question. As much as my initial logic would say otherwise, I would have to agree with Night Light and rule that an attack only has to go through the shield once just for the sake of balance.
Oh and can a shield be used as a platform to stand upon?
Absolutely. (There are, in fact, several cases of this occurring in Fallout: Equestria.) Even if we make rules for pushing through the Shield, considering the concentrated effort involved, mere gravity isn't going to be sufficient.

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SilverlightPony
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Re: Alternate Core Documents

Post by SilverlightPony » Wed Jan 02, 2013 2:17 pm

I would say that SPECIALs above 10 should be treated the same as Skills above 100 -- that is, only in certain situations is it allowed, and the extra points only serve to offset penalties. If there are no penalties, you still only roll it as a 10.
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Godna
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Re: Alternate Core Documents

Post by Godna » Wed Jan 02, 2013 5:39 pm

That makes me wonder would a Barter of over 100 still work? (It still doesn't allow an infinite money loop so no worry there)

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Night Light
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Re: Alternate Core Documents

Post by Night Light » Wed Jan 02, 2013 6:35 pm

Kkat wrote:I'm tempted to make Chems one of the rare things that can raise a SPECIAL above 10. This would be to help offset the considerable dangers of drugs in this system, and to help exemplify how concepts like Doombunny Style can be so terrifying. However, this could also make them too powerful What do you think?
On top of staying in line with concepts like Doombunny Style and Littlepip's addiction to Party-time Mint-Als, allowing Chems to break the 10 cap would certainly keep Chems an interesting (and dangerous) option for any character at any level of any specialization. I'll definitely agree there's a risk of them becoming too powerful, notably Buck and Mint-Als in the hands of a Unicorn (granting +2 Potency or +1 Versatility respectively). Though given there are attractive Chems for pretty much any pony (or zebra or whatever) using any build, perhaps that's an unnecessary concern. Ultimately, given none of them have a long duration and the drawbacks of addiction are pretty immediately punishing, I'd side with allowing Chems to break the 10 cap.

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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Wed Jan 02, 2013 8:49 pm

Night Light wrote:
Kkat wrote:I'm tempted to make Chems one of the rare things that can raise a SPECIAL above 10. This would be to help offset the considerable dangers of drugs in this system, and to help exemplify how concepts like Doombunny Style can be so terrifying. However, this could also make them too powerful What do you think?
On top of staying in line with concepts like Doombunny Style and Littlepip's addiction to Party-time Mint-Als, allowing Chems to break the 10 cap would certainly keep Chems an interesting (and dangerous) option for any character at any level of any specialization. I'll definitely agree there's a risk of them becoming too powerful, notably Buck and Mint-Als in the hands of a Unicorn (granting +2 Potency or +1 Versatility respectively). Though given there are attractive Chems for pretty much any pony (or zebra or whatever) using any build, perhaps that's an unnecessary concern. Ultimately, given none of them have a long duration and the drawbacks of addiction are pretty immediately punishing, I'd side with allowing Chems to break the 10 cap.
I agree with this statement. However, is there a rule about addiction rates for taking multiple drugs at the same time? Such as Buck and Rage?

Also, a suggestion for an Earth Pony perk (The idea coming from the creation of Appaloosa in a year, Feeling Pinkie Keen as well as Apple Family Reunion):

The Earth Pony Way
Requirements: Level 4, Charisma 5

You have learned that many hooves make light work! While working alongside other Earth Pony's with this perk toward a common goal, the time it takes to complete the task is reduced by 10%. This does not stack linearly.

Thoughts?

Godna
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Re: Alternate Core Documents

Post by Godna » Wed Jan 02, 2013 9:19 pm

Wouldn't Buck only be a +1 Potency?

Also Versalitilty isn't nearly as Good at Pot for most unicorns...well except the starting Ver.


edit: Derp I thought Buck was only +2 End

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Night Light
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Re: Alternate Core Documents

Post by Night Light » Thu Jan 03, 2013 4:09 am

Viewing_Glass wrote:
I agree with this statement. However, is there a rule about addiction rates for taking multiple drugs at the same time? Such as Buck and Rage?

Also, a suggestion for an Earth Pony perk (The idea coming from the creation of Appaloosa in a year, Feeling Pinkie Keen as well as Apple Family Reunion):

The Earth Pony Way
Requirements: Level 4, Charisma 5

You have learned that many hooves make light work! While working alongside other Earth Pony's with this perk toward a common goal, the time it takes to complete the task is reduced by 10%. This does not stack linearly.
Hadn't thought of that. Biologically speaking, the more drugs you're taking, the more likely you are to develop a dependence on one or more of them. If it was desired to make taking multiple drugs more dangerous given the proposed increased power of Chems, that could certainly be a basis for the thought. Perhaps the "back to back" rule to increase addiction rate could apply to any drug, no matter what you're taking? Not totally sold on that idea, just the first thing that springs to mind.

Love the perk, not necessarily PC-oriented, but nice for explaining why earth ponies are so industrious.
Godna wrote:Also Versalitilty isn't nearly as Good at Pot for most unicorns...well except the starting Ver.
Very true, just seemed worth noting while I was at it.

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Mattiator
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Re: Alternate Core Documents

Post by Mattiator » Thu Jan 03, 2013 5:38 am

I was contemplating a little bit on how to re-balance Calamity's Might/Rampage's Wrath. Change how it currently works, to simply doubling the critical chance.
As an example of what would be a great build to have the skill in, take this mathematical example:
10 luck + 3 built to destroy + 4 finesse + 3 perfect condition weapon = 20%
With Calamity's Might/Rampage's Wrath doubling critical chance, that gives you 40%.
Add on a Sneak Attack, that's 80% chance, which is an incredibly high chance to do huge amounts of damage.

Now, let's compare it to the low end of the spectrum:
3 base luck + 3 perfect condition weapon = 6%
Double with CM/RW, and you have 12%
This is still a decent increase, meaning the perk is still usable by just about any character.

Essentially, Calamity's Might/Rampage's Wrath becomes a skill that is exceptionally powerful if built around (but still viable if not), and not the goofy super-skill that it is right now. This also makes using the perk in-game simpler, as there's no need to make additional rolls for every single attack. If the perk seems a tad underpowered for such a high level skill, perhaps the SPECIAL requirements could be reduced from 8 to 7 (on Perception and Agility)?
Last edited by Mattiator on Thu Jan 03, 2013 10:38 pm, edited 1 time in total.
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SilverlightPony
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Re: Alternate Core Documents

Post by SilverlightPony » Thu Jan 03, 2013 10:06 pm

Mattiator wrote:I was contemplating a little bit on how to re-balance Calamity's Might/Reaper Pony's Gallop. Change how it currently works, to simply doubling the critical chance.
As an example of what would be a great build to have the skill in, take this mathematical example:
10 luck + 3 built to destroy + 4 finesse + 3 perfect condition weapon = 20%
With Calamity's Might/R.P.G doubling critical chance, that gives you 40%.
Add on a Sneak Attack, that's 80% chance, which is an incredibly high chance to do huge amounts of damage.

Now, let's compare it to the low end of the spectrum:
3 base luck + 3 perfect condition weapon = 6%
Double with CM/R.P.G, and you have 12%
This is still a decent increase, meaning the perk is still usable by just about any character.

Essentially, Calamity's Might/Reaper Pony's Gallop becomes a skill that is exceptionally powerful if built around (but still viable if not), and not the goofy super-skill that it is right now. This also makes using the perk in-game simpler, as there's no need to make additional rolls for every single attack. If the perk seems a tad underpowered for such a high level skill, perhaps the SPECIAL requirements could be reduced from 8 to 7 (on Perception and Agility)?
Wait, when did Reaper Pony's Gallop become something other than a S.A.T.S. perk?
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http://www.voiceofequestria.com/

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Mattiator
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Re: Alternate Core Documents

Post by Mattiator » Thu Jan 03, 2013 10:37 pm

Ack. Looks like I mixed up Rampage's Wrath with Reaper Pony's Gallop. Lemme fix that.
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