Lots of good thoughts here. Preemptive apology for the wall of text.
Kkat wrote:
Initiative: It has been suggested that Perception should play a role in initiative -- the more alert you are, the faster you should go. There are a few options I think would be worth considering:
...
4) Keep Initiative as is, but change the rules for simultaneous Initiatives such that the person with the higher Perception goes first. Pros: Perception now a factor, albeit a minor one; reduces the frequency of calculating simultaneous actions AP-by-AP (which can take a horrible amount of game time). Cons: none that I can see.
I like option 4. Simultaneous actions are, as you note, a pain in the ass. As much as they can sort of be cinematically cool, the risk of confusion, required math, and loss of game time simply isn't worth it. Bringing Perception into Initiative in this fashion seems like a fine way to include it and reduce simultaneous actions all at the same time.
Kkat wrote:Movement: Currently, there is no set AP cost for Jumping and no rules for Swimming whatsoever. This should be remedied. What rules and costs would you suggest?
I imagined Jumping was made as part of your regular movement, just determining what sort of gap you can jump while moving from point A to B. Also prevents a "Jump Action" from interrupting an ongoing movement action. Swimming could simply be noted "You may expend 1 yard of your regular movement to swim 1 foot", making a pony's swim move speed 1/3rd their regular move speed. Maybe a little bit fast, but mathematically very simple. Could also do "You may expend 2 yards of your regular movement to swim 1 foot" which would just be cutting it by 1/6th. It would allow swim to be part of a regular movement action (Allowing someone to run, jump into the moat, and swim across it in the same move action, just having to exchange yards of regular movement for feet of swimming). Not saying that either of those are the best options, just simple possibilities.
Kkat wrote:Left Over AP: Some people are frustrated that they always have AP left over with nothing to use it on. We currently have three ways to spend excess AP: Wild Shot, Wild Spell (with perk only) and Dodging. Do we need another? And, if so, what? (Personally, I am of the opinion that this doesn't need to be changed -- left over AP is a good motivator to invest in ways to gain more AP or to reduce your AP costs -- but I am open to suggestions.)
Honestly, between the power of Wild Shot to buy you an extra attack, ("I have 100 AP, I fire my missile launchers for 60 AP, move for 15 AP, Wild Shot another round from my missile launchers with my remaining 25 AP taking a -35 penalty on the attack.") and Dodge I don't really see a need for another dump for excess AP. That said, if you tweaked the suggested change to Aiming:
Aimed Attack changes to granting +5% accuracy per 5 AP spent aiming, to a maximum of +25% accuracy for 25 AP. Can be performed over multiple rounds, but aim actions must be taken congruously or the bonus is lost.
to "+1% accuracy per 1 AP spent aiming, to a maximum of +25% accuracy for 25 AP", that would be another fairly decent excess AP dump if that was really desired. I'm not saying this is my personal choice, just pointing it out as an option.
Kkat wrote:Stun Damage: Stun Damage is still a bit too powerful. (Stun Damage, for instance, shouldn't be instant win against a Steel Ranger.) One suggestion is to do away with Stun DT and just make normal DT apply to it. However, this turns Stun Damage into something unique and threatening into "just like normal damage but it doesn't kill you". (With the side effect of filling me full of bleah.) However, another suggestion has really caught my interest:
Already, Stun Damage ignores DT but shields are double-effective against it. What would you think if we extended that effectiveness to Damage Reduction too? DR is double-effective against Stun Damage? This means the average character can buff themselves with 40% DR against Stun if they are willing to risk Painkiller addiction. And a Steel Ranger with Painkiller is sitting at a confident 80% DR against Stun-based attacks.
A couple thoughts here, especially as the "Must. Have. More. Armor!" pony of our party. Viewing Glass and I have discussed the relative merits of DT, DR and Endurance and the discussion basically boils down to "DR and Endurance are superior to DT because (almost) nothing in the game can ignore them, their increase to survivability is fairly guaranteed, whereas all you need is a unicorn with Arcane Blast or a pegasus with a cloud to make your DT worthless, on top of AP/AP (Heavy) ammo and weapons." While I'm in no way saying DT isn't worth it, goodness knows I love being the tank pony with my DT sitting in the mid 50's, it's just this awkward thing where you have to accept that at higher levels most any monster with claws or any fairly well armed pony with firearms (or, again, most any pegasus with a cloud) is going to easily reduce or totally overcome your DT. As much as I'd love my DR to be even better, making it yet better in comparison to DT feel like an undesirable change.
I'm reminded of your comment when we were designing Shamanism, something like "Being a good pony in the wasteland is hard. Just because you're doing good things doesn't mean it's going to be any easier for you out there. Heck, it's probably going to be harder." which Stun damage kind of flies in the face of. It means that a good pony wanting to take something alive has a significantly easier time doing so than a pony looking to actually just kill the darn thing.
However, that said, I still think your argument that armor should have a hard time working against Stun damage, and a pony's body should naturally have some resistance to Stun damage, has serious merit. My personal thought would be to have your Stun DT be the current calculation for Stun DT ((Endurance-1)*2)
plus one half your regular DT. This would make Stun damage comparable to regular damage but an actual
choice in combat, as, depending on the pony, they may have more or less DT vs your Stun damage, instead of just lower DT (with the exception of very low levels and some monsters).
Kkat wrote:Disarming: Should we add a special quality to some weapons to indicate that you cannot use Disarm on those weapons?.
Assuming you're just looking at the gauntlet-type weapons, which it makes sense you couldn't disarm, then that seems solid. Disarm is already fairly difficult to perform, so I'd be wary of applying a disarm immunity to too many weapons.
Buck AP cost changed to a flat +10 from base weapon AP. Damage changed to +1d10+5 damage. If performed after taking at least 3 move actions that round deals +2d10+8 instead. Other effects remain the same.
Don’t like that this modifies the cost of the base attack in a multiplicative way. Don’t like the multiplicative damage effect either. Makes it very restrictive to use with many weapons, and very cheap to use with others. Rather have a more static cost and effect.
Seems like a fine change honestly, logical to have a set AP and bonus damage instead of multiplicative, don't know if +10 AP is enough though given everything Buck does. Shouldn't have the 3 move actions part, you don't run into a Buck, given you're kicking your back hooves into the pony you're targeting. Also, probably should be noted specifically that only ponies and alicorns can perform a buck. It's
technically noted in there as you're required to use your hooves to perform the buck, but that's easily overlooked.
Slam AP cost changed to +15 from base weapon AP. Damage if you take at least 3 move actions the same round before the attack increased by +1d10+3. Other effects remain the same.
Tackle AP cost changed to +10 from base weapon AP. Damage if you take at least 3 move actions the same round before the attack increased by +1d10+3 before damage is halved. Other effects remain the same.
Flying Tackle cost changed to +20 from base weapon AP. Damage if you take at least 3 move actions the same round before the attack increased by +1d10+3. Other effects remain the same.
Brings it in line with Buck’s revised rules. Again feels like effects should be fixed cost-wise.
Again, the AP cost increases should be double checked, but these seem solid. I'd suggest removing the bonus damage after movement given the already-existing Charge mechanic: "Instead of slowing down safely however, you can chose to barrel into an opponent for greater damage. For any Slam, Tackle, or Flying Tackle immediately preceded by one or more consecutive Charge movements, you may add your END + (AGI x 2) as damage provided that you moved at least one full Charge. However, you take half that amount of damage yourself. Barding protects against this damage."
Burst Fire costs +15 AP, grants +10% accuracy if you meet the weapon’s requirements or -5% if you don’t. For each 20 you roll beneath the to-hit value you hit an additional time, up to 3 hits maximum.
Streamlines damage from Burst Fire, also makes it useful for hitting hard-to-hit targets at least once, helps avoid the problem of high-skill characters putting lots and lots of bullets in everything.
Full Auto costs +25 AP, grants +20% accuracy if you meet the weapon’s requirements or -15% if you don’t. For each 10 you roll beneath the to-hit value you hit an additional time, up to the weapon’s RoF maximum. Other rules remain the same.
Brings it in line with Burst, also makes it useful for skilled characters while keeping it a means to spray-and-pray for low skill characters. Makes it unlikely any character will put every bullet in the target, even at very high skills, with any reliability.
I'm not totally sure what I think about this. It makes full auto and burst fire fairly worthless for low-skill characters - and maybe that's fine? A Burst or Full Auto weapon being more accurate than a regular weapon seems strange, but then I'm far from knowledgeable about that subject so maybe I'm just wrong there. My biggest concern is probably the way it'd interact with skill-capped characters and Special Talents. Does the +X% accuracy break the 100 cap? Does that mean a character with 115 would always at least get one bonus hit with a full auto? Very different from how all other rules work for the system currently, potentially very problematic.
Range Chart changes as follows
Point Blank range <10 Feet. +40% accuracy with short range weapons. -10% with long range and battle saddles.
Short range 11-75 feet. +(Per)% accuracy with all weapons.
Medium range 76-300 feet. -(20-Per*2)% accuracy. Short range weapons suffer additional -10% accuracy.
Long range 301-750 feet. -(45-Per*3)% accuracy. Short range weapons cannot fire. Long range weapons gain +10% accuracy.
Very Long range 751-1500 feet. -(60-Per*4)% accuracy. Only long range weapons may fire.
Extreme Range 1501-3000 feet. -(100-Per*5)% accuracy. Only long range weapons with Sniper feature may fire. Sniper does not grant usual bonus.
Sniper feature no longer negates range penalty, instead granting a +2 effective Per to user for accuracy purposes.
Adding Perception into that makes for an absolute mess of math. Personally I'd say leave the range mechanics as-is, I can't think of a single problem we've had with them in the Stalliongrad game.