Alternate Core Documents

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SilverlightPony
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Re: Alternate Core Documents

Post by SilverlightPony » Tue Oct 01, 2013 5:16 pm

Lost_Art wrote::lwalk:
So... I've taken to noting down when I can't find a ruling in the rules as written... I guess its time I posted them...

Character Improvement - SPECIAL BONUSES: This section explicitly states that Ministry Mare statuettes cannot raise a SPECIAL above 10 and that Cybernetic Implants can. However for clarity there should also be mention here stating whether Perks can or cannot raise a SPECIAL above 10 outright (as Extra Special) or effectively (as numerous eg. Explorer).

There is a ruling in the Gameplay - Enhancement and Reduction section however explicitly stating in the Character Improvement section for completeness would be good, and as mentioned, some clarification on any differences between directly raising a SPECIAL vs a SPECIAL being considered raised for the purposes of X, is needed.

On a related note is whether or not worn clothing or equipment can modify a SPECIAL above 10, given there is precedent for it being stated explicitly.
IMHO, nothing should ever be able to actually raise a SPECIAL stat above 10. Effectively raising a stat above 10--i.e., counteracting penalties that would pull it back down from 10--is cool. For some reason I seem to be in a minority with this opinion, though.
Lost_Art wrote:Finally regarding the Spread Thin trait for unicorns which as written grants a starting unicorn access to all schools of magic except necromancy. Ambiguity arises in the Spellcasting text which describes the spell set accessible at start of play as the unicorn's primary spell set. Does that mean a Spread Thin unicorn regards all non-necromancy spell sets as their primary spell set and can start play with spells from a number of different schools? Or do they have to pick all their starting spells from one spell set (potentially running out of choices) and spend an Additional Spell Count perk to gain spells from the rest of the schools that are unlocked to them?
This came up in a game I was in earlier, and I was of the opinion that it meant all available schools of magic (except Necromancy) counted as the Primary Spell Set.
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Kkat
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Re: Alternate Core Documents

Post by Kkat » Sun Oct 06, 2013 2:52 pm

Rules Adjustments and Additions

Significant update! Image Most changes today are working towards a unified and fun system for elemental weapons & defenses.

The following line in the Attacking, Damage and Death section has been changed:

Once the damage for the attack has been determined, the character who has been successfully hit subtracts from the damage the DT value of her barding or armor, shield or other defense that grants her an appropriate DT or reduces the damage by the percentage of her appropriate Resistance value, to a minimum of 0.

The example for reading the damage of ranged weapons has been changed to the plasma pistol, as revisions to the Tiered Weapons Document meant that the sawed-off shotgun example no longer matched the actual weapon's mechanics.

The following line has been added in the section for calculating damage:

Weapons which deal damage reduced by DT but that also deal elemental damage that is reduced by elemental resistances, or poison that is negated by a successful poison resistance roll, apply their normal damage first. The elemental or poison damage is only applied if at least one point of normal damage is done first. (Examples include enchanted weapons such as the zebra rifle, or weapons enhanced by certain spirits or Imbuing spells.)

The following special quality has been added to the Tiered Weapons List: Elemental -- Damage ignores DT but is reduced by the associated elemental resistance. So far, only one weapon has this quality -- the Flamer, with "Elemental (Fire)".

The Pegasus Trick Fire Streak now does fire damage rather than magical energy damage. Lightning-based Pegasus Tricks are now clarified to do electrical Stun damage, which is reduced by Lightning Resistance. Likewise, Shamanism effects for spirits like Spirit of Rage (Fire) and Spirit of Hatred (Cold) have been clarified so that protection increased the appropriate resistance and damage is of the appropriate elemental type.

The Alchemy additions by Viewing Glass have been added (with some revised wording). The elemental resistance bonus of the minor potions has been reduced to 20% (consistent with the 20% bonus to DR from painkiller). The elemental resistance bonus of the major potions has been reduced to 40%, double the benefit of the minor potions.
(I then alphabetized the alchemy recipes because I'm OCD that way.) :twilightsheepish:

The spells Storm Cloud and Energy Strike (Fire, Lightning and Cold) have had their damage adjusted and changed to elemental damage.

The following new spell has been added to the Defense spell list:
Cloak of the Elements
This spell grants the caster protection from elemental damage.
Basic (Cost 10): Duration equal to (Potency) turns. Protects the caster from one elemental damage type (Fire, Lightning or Cold) of the caster’s choice, increasing that elemental resistance by 10 + (Potency).
Advanced (Cost 15): Duration equal to (Potency * 10) turns. Protects the caster from two elemental damage type (Fire, Lightning or Cold) of the caster’s choice, increasing that elemental resistance by 20 + (Potency * 2).
Expert (Cost 20): Duration equal to (Potency) minutes. Protects the caster from all three elemental damage types, increasing all elemental resistances by 30 + (Potency * 3).
The perk Sun's Wrath has been changed to reduce Fire Resistance by 20%.

And now for something entirely different. :scootangel: The suggestion by Rabbs below has been implimented:
Rabbs wrote:After a quick discussion on the IRC I have re-written 'Sex Appeal' to have it's actual effect stated, it was far to vague before.

Sex Appeal: You've got the "right" stuff. Individuals who are sexually oriented towards your gender are attracted to you, but potential sexual rivals tend to become quite jealous. Those who would be attracted to you have their disposition towards you and you alone raised by 1 level, but potential sexual rivals will have their disposition lowered by 1 level.
:pinkiebounce:
Last edited by Kkat on Tue Oct 08, 2013 1:17 am, edited 1 time in total.

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Sun Oct 06, 2013 5:12 pm

A note on Martial Arts:

After much debate, it has been decided that Martial Arts would make a great supplemental rules set (akin to a "splatbook" in D&D), but isn't something we want to add to the core rules. People working on martial arts rules should make them available in the Additional Rule Sets And GMing Aids thread. GMs should announce if any supplemental rules systems will be allowed in their games.

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Mister_Clacky
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Re: Alternate Core Documents

Post by Mister_Clacky » Mon Oct 07, 2013 6:48 am

So, there isn't a 'Minimum 20% rule" for damage? If DT reduces damage to 0, it does no damage? That's pretty harsh for the low end weapons or shotguns using damage by pellet. Maybe the 20% rule was always house and all my Adams have used it. I know NV had a minimum damage formula, that's where they may have picked it up.
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TyrannisUmbra
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Re: Alternate Core Documents

Post by TyrannisUmbra » Mon Oct 07, 2013 2:49 pm

Mister_Clacky wrote:Maybe the 20% rule was always house and all my Adams have used it. I know NV had a minimum damage formula, that's where they may have picked it up.
Exactly. I personally prefer it, but I believe it was axed because Kkat tends to try and simplify math. There was a discussion about it a while back in this thread, and I think that's what the consensus was?
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Re: Alternate Core Documents

Post by Mister_Clacky » Mon Oct 07, 2013 6:01 pm

All my Adams... Thank you autocorrect. All my DMs. Thanks Tyran.
War is cruelty, and none can make it gentle. ~Gilbert Parker

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TheWanderingZebra
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Re: Alternate Core Documents

Post by TheWanderingZebra » Mon Oct 07, 2013 8:07 pm

So would martial arts be exclusive to zebras? Though I may be a big fan of zebras, I believe it would be fair if other races could use martial arts (In fact, one pegasus character I created in mind could really use martial arts to assist in his tag for Unarmed).
"There is no such thing as mental illness, hence also no such thing as psychotherapy." - Lachlan Morris

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Mon Oct 07, 2013 9:20 pm

Otaku1995exe wrote:So would martial arts be exclusive to zebras? Though I may be a big fan of zebras, I believe it would be fair if other races could use martial arts (In fact, one pegasus character I created in mind could really use martial arts to assist in his tag for Unarmed).
I personally don't think Martial Arts should be exclusive to zebras, but predominately known and used by zebras. Martial Arts aren't inherently a racial quality, or rely on racial magic, after all. The restriction to zebras is culturally-oriented. This is not dissimilar to Stable-Dwellers normally being the only ponies who know how to use a PipBuck. There are exceptions to that, but they require special training or circumstances that would allow it (and thus, the PipBuck Training perk).

The best way I can see implementing this rules-wise would be to introduce Martial Arts as normally "zebra only", but add an accompanying new Trait to the game (not available to zebras) that allow a character to take zebra Martial Arts perks.

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Re: Alternate Core Documents

Post by Viewing_Glass » Mon Oct 07, 2013 10:07 pm

I was thinking of using a quest perk for opening up the training for non-zebra (since it gives the GM some control over availability), and puts more emphasis on roleplay (Earning the master's trust to be able to be taught), but I could see a trait working as well.

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Re: Alternate Core Documents

Post by TheWanderingZebra » Mon Oct 07, 2013 10:38 pm

Kkat wrote: I personally don't think Martial Arts should be exclusive to zebras, but predominately known and used by zebras. Martial Arts aren't inherently a racial quality, or rely on racial magic, after all. The restriction to zebras is culturally-oriented. This is not dissimilar to Stable-Dwellers normally being the only ponies who know how to use a PipBuck. There are exceptions to that, but they require special training or circumstances that would allow it (and thus, the PipBuck Training perk).

The best way I can see implementing this rules-wise would be to introduce Martial Arts as normally "zebra only", but add an accompanying new Trait to the game (not available to zebras) that allow a character to take zebra Martial Arts perks.
Thank you. It wouldn't really make sense if martial arts was a racial quality (I still don't understand how Zebras are the only ones to use more complex alchemy). But honestly do all martial arts have to come from zebras? Couldn't there be something from other races as well (Like Griffins, Pegasi, and maybe even Buffalos as well as other races).
"There is no such thing as mental illness, hence also no such thing as psychotherapy." - Lachlan Morris

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