Alternate Core Documents

A place to discuss any PnP (Pen and Paper) role-playing games you are working on.
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f1r3w4rr10r
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Re: Alternate Core Documents

Post by f1r3w4rr10r » Fri Feb 08, 2013 2:29 am

f1r3w4rr10r wrote:I like the changes so far.
The only thing I would maybe suggest is another suite, called "Manipulator", which would be centered around Speech, Barter and maybe something else.
Ilushia wrote:So, there was some chat on the IRC and I realized there's no cyberpony options for social characters. Which would seem like something they could definitely do (Cybernetics designed to make you physically appealing? Hello plastic surgery!).

So anyone got any ideas what secondary effects something for social characters would have? Skills I imagine would be Speech or Barter (maybe half the normal bonuses to each instead of being forced to choose? Would make an interesting alternative.) Other than that I have no idea what secondary bonuses it should give.
Same thing, I was thinking. You could also do this with various other means. For example a voice modulator or hormone dispencer. (I am thinking of this social interaction suit from Dues Ex: Human Revolution.)
Perks could be a permanent Soft Light spell, or certain discounts on traders.

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Fri Feb 08, 2013 6:17 am

I'm leery of doing a social cyberpony. First, because as others have pointed out, cybernetics should be rare. There shouldn't be a glut of cyberpony types. And I don't think every skill should have an associated cyberpony suite.

Second, because socially-augmenting cybernetics are always the hardest to justify. Anything cosmetic has a high chance of actually being detrimental (the perils of cosmetic surgery taken to a much higher degree). Even cybernetic-heavy game systems (such as Shadowrun) have extremely little in the way of social augmentations because it is harder for them to make sense, usually falling back on "pheromones" as the social version of Green Rocks.

If a GM is running a game where social cyberponies are an appropriate thing, I think the existing suites give the basic mechanics necessary to create a new one. but I'm not a fan of creating one for the base game.
SilverlightPony wrote:Waitaminute...I just noticed...when did Critical Failure change from "89+LCK or higher" to "94+(1/2 LCK) or higher"?
It's been like that for a long time. At least since the writing of the Alternate Core Documents, if not earlier.
Also, who else thinks it makes no sense whatsoever for any adult winged character to start with Flight Rank 1?
Fluttershy.

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Re: Alternate Core Documents

Post by Godna » Fri Feb 08, 2013 7:58 am

I think Fluttershy was explictly a bad flier though. Although it definitely makes sense for certain pegasi to start with flight rank 1...for example all the pegasi that keep coming from stables >_<

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Re: Alternate Core Documents

Post by SilverlightPony » Fri Feb 08, 2013 11:44 am

Kkat wrote:
SilverlightPony wrote:Waitaminute...I just noticed...when did Critical Failure change from "89+LCK or higher" to "94+(1/2 LCK) or higher"?
It's been like that for a long time. At least since the writing of the Alternate Core Documents, if not earlier.
I never noticed it before, but okay. It just irks me that crit-success and crit-fail don't have the same scale. House rules, go!
Kkat wrote:
Also, who else thinks it makes no sense whatsoever for any adult winged character to start with Flight Rank 1?
Fluttershy.
Fluttershy is not a normal pegasus, and would be a special case. Gameplay-wise, she'd have taken the hypothetical Trait I mentioned (probably in exchange for a CHA bonus or something).
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Re: Alternate Core Documents

Post by Kkat » Mon Feb 11, 2013 10:51 pm

Breach Lock now has mechanics:

In addition, items may be damaged or destroyed during a Breach Lock attempt: A character may expend an explosive and attempt to substitute Explosives for Lockpick in order to get past a lock. However, this has a good chance of damaging contents inside a locked container. The GM rolls for each item inside (excluding bottlecaps or pre-war bits). On a roll less than or equal to the base damage of the explosive used (minus 5% for each degree of success the character had on her Explosive roll, and minus 5% for each rank the character has in Explodee McGee), the item takes damage. Hardy items, such as weapons and armor, suffer one degree of degradation. Others, such as ammunition or medical supplies, will be destroyed.

Pinkie Pie is happy about this. :pinkiebounce:

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Re: Alternate Core Documents

Post by f1r3w4rr10r » Thu Feb 14, 2013 2:49 am

Just to have a clarification on this:
Should the AP points be rounded up in steps of 5 to make it easier to plan and calculate during a round or completely left as the formula says?
It does not say anything about rounding it up in the rulebook, but I had several people tell me, that it should be rounded up.

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Re: Alternate Core Documents

Post by Kkat » Sun Feb 17, 2013 2:16 pm

I'm considering uSea's suggestion about Gladiator Pony and Rain of Lead. Anyone have any input on that?

Small rules note: The tier, AP and cost of the Enchanted Zebra Sword have been changed. The cost for the katana has been lowered.

f1r3w4rr10r wrote:Just to have a clarification on this:
Should the AP points be rounded up in steps of 5 to make it easier to plan and calculate during a round or completely left as the formula says?
It does not say anything about rounding it up in the rulebook, but I had several people tell me, that it should be rounded up.
Under what circumstance?

I don't see any reason AP costs should be rounded. AP costs are normally in amounts of 5, but I can think of two cases where this isn't so: dodging and Speed Burst.

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Re: Alternate Core Documents

Post by f1r3w4rr10r » Sun Feb 17, 2013 3:01 pm

I didn't mean AP costs. I meant the amount of AP a character has.

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Re: Alternate Core Documents

Post by Viewing_Glass » Sun Feb 17, 2013 5:19 pm

I don't really see the problem with Gladiator Pony or Lead Rain. I mean, sure the damage will be increased, but the targets DT will apply each time they take a hit. I mean, let's look at the weapons on the F03/NV List.

These are the ranged weapons that would benefit the most from Lead Rain:
T0
Silenced .22 Pistol (8+)
9mm Pistol (10+)
T1
10mm Pistol (15+)
Service Rifle (12+)
T2
Recharger Pistol (10++)
Zebra Special (8+(++ for three turns, assuming it did any damage))
T3
Colt. 45 Auto Pistol (25+)
Flamer (15++(+++ for three turns))
T4
12.7 mm Pistol (30+)
Markspony Carbine (25++)

Out of all those weapons, we can see one thing: A suit of 500 cap Combat Armor (15 DT) will negate everything but a little bit of dice on any weapon below T3 or T4. A suit of salvaged power armor (500 caps) will negate a decent chunk of the T3 weapon damage, and a full suit of power armor, the best armor in the game, will negate a decent chunk of the T4 weapon damage (the best weapons in the game).

I could do the same comparison with the melee/unarmed weapons, but there are no T4 melee/unarmed weapons with a 15 AP cost, and the only T3 weapon with a 15 AP cost, the Bowie Knife (1xSTR+20+), is mostly negated by Salvaged Power Armor.

Lead Rain and Gladiator Pony both result in just throwing D10s at the target for damage.

To summarize my point: If your PCs are encountering enemies at level 12 or 14 with really low DT values, then Lead Rain and Gladiator Pony will cause obscene amounts of damage. However, against an opponent appropriately armored? Its just a waste of bullets sent down range.

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Re: Alternate Core Documents

Post by Godna » Mon Feb 18, 2013 4:54 pm

The other issue is those same weapons also get the biggest benefit from perks that give a +1d10

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