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Earth Pony Magic: Innovation

Posted: Tue Aug 06, 2013 10:51 pm
by Thanqol
Brainwave. Revelation. New system mechanic. Make earth ponies cool.

Earth Pony Magic: Innovation Points

Same basic mechanic as Pegasus Magic. Earth Ponies have Innovation Points, a total of Level+(Strength+Intelligence)/2. Earth ponies can spend these innovation points on a list of possible Inventions. All Earth Ponies have access to Basic Inventions, but by taking the perks Improved Innovation at Level 6 and Expert Innovation at level 10 they gain access to advanced schematics. Innovation points recover at the same rate as Pegasus Trick Points.

An Invention is an improvised work of construction made out of surrounding materials. Most Inventions are keyed off Mechanics, in the same way that most Pegasus tricks are keyed off Survival, but some devices require different skillsets.

Innovations tend to be temporary, disposable acts of workmanship. All inventions last one day unless indicated otherwise, though this duration can be extended by spending IP and spending a few minutes fiddling with the item to keep the modifications in place. More permanent constructions are obtained by way of the Grandmaster perk.

Inventions need a source of materials on hand, but can be improvised out of clipboards and pencils if need be. All Inventions require five minutes to construct (unless indicated otherwise), though the Time and IP costs are doubled if materials are scarce (such as an empty wasteland). Ignore these times for inventions without mechanical components, such as Siege Works.

NOTE: If a pony has the Random trait, this is reversed - complex device in the middle of nowhere takes the normal 5m while creating something in a lab or material-rich environment takes twice as long.


INNOVATION TRAITS
Bottomless Pit (Earth Pony)
You can eat all of the cakes.

No matter how much you eat, you can always eat more. For every unit of food you eat you regain 1IP - however, every time you miss one of the day's three meals you lose 1IP.


INNOVATION PERKS

Technical Troglodyte (Level 2)
You can use Spanner In The Works instantly just by touching the doomed piece of machinery.
Advanced Inventions (Level 6)
Access to all Advanced Inventions and the ability to create your own.
Expert Inventions (Level 10)
Access to all Expert Inventions and the ability to create your own.
Earth Mover (Level 8, END 7)
You can move earth as per Siege Works in a matter of Rounds rather than Minutes. One full round allows 10FT of earth to be moved.
Atlas Back (Level 16, END 8)
You can move earth as per Siege Works without spending IP.
Grandmaster (Level 20, INT 7. May be taken again at 22, 24, 26, 28 and 30)
You can create a new Masterpiece, or rediscover the techniques for building an old one. Example Masterpieces might include Power Armour, Enclave Power Armour, Anti-Machine Rifles, Trains, etc.

Raise This Barn now has the following line:
When multiple ponies with this perk work together they may pool their IP together. The time reductions apply to the invention process.

Unicorn or Pegasus Perks:
Muddy Horn/Feathers (Level 6)
You may learn one Advanced Invention and learn any Basic Invention if specifically trained in it for one week by an Earth Pony.


BASIC INVENTIONS

GUIDELINES: Basic adjustments to existing things, limited mobility enhancement, minor reinforcement, tweaks and mods.

Sighting In: 2IP
By spending 2IP you can change the range category of a weapon by one point, making a Short Range weapon Medium, a Medium weapon Long range etc. A weapon can't be adjusted more than one category away from it's starting point. You can also do this to an opponent's weapon if you are in melee range.

Cart Creation: 2IP+2IP per hour
You and cobble together a cart out of spare parts and duct tape, creating basic locomotion for large quantities of goods. A cart allows a pony to double her carrying weight but it halves her movement speed. A cart created in this way lasts one hour per 2IP spent; at advanced level it lasts one day, and at expert level it lasts a week.

Spanner In The Works: 3IP +1IP per size
Nothing's safe when an Earth Pony is around. An Earth Pony can shut down or jam basic electronic systems or automated process, such as an automatic door or a jukebox, by messing around with it's inner workings. This takes the normal five minutes.

This damage can be undone by any Earth Pony spending the same amount of time and IP to fix it up.

ADVANCED INVENTIONS

Guidelines: Complex temporary devices, significant movements of material, substantial modification, independent action.

Siege Works: 1IP per 10ft square

For 1IP and one minute's work an Earth Pony can dig a ten foot trench or create a ten foot mound of dirt. Working with stone doubles the time and cost, working with metal increases it by a factor of 5. Sufficient quantities of the appropriate resource are necessary. Multiple ponies working together can quickly erect castles or other fortifications.

Earth ponies can use Siege Works to tunnel through the earth.

Slaver's Hilt: 4IP

By spending 4IP an Earth Pony is able to reconfigure a melee or unarmed weapon to deal Stun damage.

Prismatic Lenses: 3IP

By spending 3IP an Earth Pony is able to reconfigure an Energy Weapon to deal Fire, Cold or Electrical damage instead of it's normal damage type.

EXPERT INVENTIONS

Guidelines: Complex mechanical workings, limited autonomy, flight, extreme durability, ability to work with advanced materials.

Gyrocopter: 3IP +1IP per minute
You can hack together a temporary Gyrocopter, allowing limited personal flight. You gain Flight Rank 1 while in the device.

Jetpack: 3IP +1IP per round
You can hack together a temporary jetpack, giving you Flight Rank 3 while in the air. While using the Jetpack you have to take at least two Charge actions every round.

Junk ("Party") Cannon: 4IP per shot
35AP: Fires a shot made of the concentrated inventory junk in your saddlebags. Deals 10+1d10 damage for every pound of junk you fire (max 100+10d10). Any junk fired in this way is destroyed forever. Short range.

Steam Bike: 3IP +3IP per hour
You can create a Steam Bike that enhances the rider's ground speed by a factor of four. A pony riding a Steam Bike may not take Move actions, only Charge or Sprint. A pony can jump off a Steambike at any time, but it takes 80AP to saddle back up.

Suggestions and custom inventions are welcome and requested!

Re: Earth Pony Magic: Innovation

Posted: Tue Aug 06, 2013 11:39 pm
by Thanqol
:coolphoto: Followup thoughts and replies from elsewhere:
> Rigging Every Weapon: 3IP per attack

How does this work? Is it telekinesis? Metal bending? Throwing pebbles at the trigger? This implies the ability to turn a weapon in the right direction and aim it; is this done through some kind of EP intuition?

What's line of sight? If an earth pony stares down the scope of a sniper rifle or a telescope or something like that, does that count? What's its effective range? Is there a penalty for distance from the earth pony to the weapon?

Again, how is this happening?
Yeah, can do with clarification/cleanup. Will think.
> Jetpack

Hmm. I'm kind of nervous--and maybe a bit skeptical--of an earth pony being able to fly faster than a natural born flyer. Then again, Expert Innovations only comes two levels before level 12, when Gabe will be able to buy Flight Rank 3. Plus, he won't have to dedicate 20 AP each round to charging.
Also it lasts, like, 10 rounds before you crash the thing.
Possible Innovations:


[*]There should be some kind of option for makeshift weapons and explosives, like turning a can of nuka-cola and a paint gun into a flamethrower.
The obvious one but didn't have time right away for da maths involved in balancing that.
[*]As noted, an option for armor. Better innovation means better armor, like maybe a suit of steam-powered armor. (We need an Iron Man in here.)
I'm very much trying to steer away from 'better' anything. I want distinctive/cooler/interesting.
Is there a materials requirement for this? I can't imagine pulling a jetpack out of thin air.
I'm thinking in terms of 'Applejack made this in a cave! With a box of scraps!' Minimal time/kit requirements, mostly held together through Earth Pony magic/willpower/duct tape

Re: Earth Pony Magic: Innovation

Posted: Wed Aug 07, 2013 2:54 am
by Thanqol
Update: Fixes and perks!

Re: Earth Pony Magic: Innovation

Posted: Wed Aug 07, 2013 11:27 am
by Tankenstein_PhD
I actually like this idea. It builds off one of the innate advantages EPs have in the base rules (being better at invention rolls) and doesn't rely on the GM having to work some super high-tech medical facility into a campaign like the Cyberpony perks do. Honestly, though, it seems to me like it works as a fusion of pegasus tricks (with the points and all) and zebra crafting (since this way EPs aren't doing stuff so much as making stuff).

Personally, though, I'd prefer if this crafting stuff wasn't done with abstract points as much as if it just worked like zebra crafting where the key thing is finding materials. It seems like this stuff should be mostly done outside of combat, since you can only cobble something together so fast. I think it'd still be different enough from zebra crafting that way, escpecially if this focuses more on items rather than stat buffing/debuffing potions.

If you're going to keep the points, can I request that they rely on something other than INT and END? Those are already used by unicorns for their magic. I know they seem to make the most "sense", but constantly using those stats means that most characters are gonna put points into those, meaning the Wasteland starts to fill with a bunch of tough geniuses.

Also, I feel I should protest the Muddy Feathers/Horn perk. I know it makes a certain amount of sense, but it still seems kinda unfair to give access ,even limited, to EP abilities to the other races when the opposite can't happen. It also seems counter to the objective here, which is to give EPs an accessible "thing" to do that's theirs alone.

Some comments on what you have so far:

"Adjust the Sights" might make more sense as "Sighting In". This is something that actually has to be done with some longarms IRL, since every shooters has their own quirks that dictate how their shots land. I'd say it shouldn't affect the range, though. Instead, the weapon must be sighted for a particular user. When that user wields the weapon they gain a small bonus when rolling to hit. It isn't lost when the weapon malfunctions, but does require a few rounds of ammo to fire when sighting in and the process can take an hour or so (so it can't be done mid-combat).

"Cart Creation" seems fine, except that the cart has such a short lifespan. Given that being over-encumbered is hardly an issue with most players/parties keeping the cart permanently doesn't seem like a problem.

"Look, No Hooves!" just seems a little...over the top, I guess. I do like the idea of being able to rig you own booby traps, though. Perhaps some recipes specifically for making those?

"Siege Works" is also a bit extreme. What you're proposing would give EPs the ability to tunnel on par with Hellhounds, if only in short bursts. Plus, it doesn't feel like it meshes well with the crafting focus of the other skills.

"Slaver's Hilt" sounds nice for someone attempting to create a non-lethal character. My only complaint is that having the thing break so readily doesn't really seem necessary. The modified weapon losing its ability to kill a target seems like sacrifice enough.

"Gyrocopter" and "Jetpack" are very cool. They sound good to me. Maybe just give the jetpack a sharply limited amount of time it can be used.

"Junk (Party) Cannon" I also like, because it's essentially the Rock-It Launcher.

Suggestions for more inventions:

Sabotage: since EPs are good at building mechanical stuff it stands to reason they're good at breaking it, too. It takes time depending on the complexity of the object and experience of the saboteur, but an EP can sabotoge mechanical creations to stop them from working.

Booby Trap: as mentioned above, with the right materials EPs can construct and deploy devious traps. This can also be combined with Sabotage: an EP can spend the resources to sabotage an object, them trap it and leave it so looks like it works. The next creature to activate the object will get a nasty surprise.

Railway Gun: a returning fave from FO3. This can be crafted from parts at a workbench, and will fire railway spikes as ammo. A properly skilled EP can also craft more spikes at a workbench from scrap metal.

Different ranks/upgrades to the gyrocopter: not sure about the specifics, but higher level EP engineers could maybe construct larger, longer-lasting gyrocopters. Larger ones might incorporate transport capacity or weapon mounts.

Gamma Shield Armor: again from FO3. This could be crafted with a workbench, metal armor, and a radiation suit. It can be reinforced by using an armor reinforcement kit or reinforced armor to craft it in the first place. I know the leather-backed variants from NV are actually better, but I think those would need gecko hides and thus be restricted based on location. Rad suits can probably be found just about anywhere in the Wasteland.

Improvised Explosives: essentially EPs can craft weaker versions of explosives with materials on hoof. Think pipe bombs and lunchbox mines.

Shock Gun: based on the Arc Welder from NV. An EP can restore a pre-war welder not only to working condition, but turn it into a short range electricity based weapon. Works somewhat similarly to a Flamer, and is notably effective against robots and power armor.

Re: Earth Pony Magic: Innovation

Posted: Wed Aug 07, 2013 5:41 pm
by Tankenstein_PhD
Thinking further, I think I personally like the idea of theinvention perks focusing on upgrading or kitbashing whole new designs rather than building existing ones. Partly because that gives an excuse to add some crazy items to the game that wouldn't have been built pre-war and that only a few ponies would be both skilled and crazy enough to build. Unicorns don't necessarily have the market cornered on mad science. :pinkiecrazy: Besides, the schematics for pre-war stuff are probably still floating around (in the hooves the Steel Rangers, most likely). I feel like EP inventions should be a little more...personal? I mean, any skilled enough EP could build them, but they shouldn't look like something that could come out of a factory, IMO.

The other, more serious reason, is that it helps make this whole field of specialization more unique. Yeah, it's cool if your character can build power armor or a nice gun, but those can technically be had as loot from elsewhere in the Wasteland. Again, I think the goal here is to give EPs something they can contribute that no other in-game species can, and being able to build practically one-of-a-kind pieces of gear does that. The Grandmaster designs should be the ultimate extensions of this. Like heavily customized battle saddles, they should pretty much be impossible to find except from incredibly rare NPCs who won't hand out their prize creations except to a privileged few.These designs should be on par with some of the best armor, weapons, and other items available in the game.

Oh, and here's some more ideas that came to me:

Wasteland OICW: Requires a workbench, a 25mm APW, some scrap metal, and some kind of military rifle (not sure which one yet). The resulting weapon is a combination of the two. The design is such that modifying it further is not possible, and any existing mods to the weapons must be removed. The upside is that the invention is a single weapon for the purposes of readying a weapon and mounting it on a battle saddle. The user may switch between the two at will when firing, although each clip will require a separate reload action to top off. Probably advanced or expert level design.

Pathfinder Armor: Based on the US Army Combat Armor from Lonesome Road. Requires combat armor and leather armor(or some other source of leather). As much of the Wastes are still unexplored, good caps are to be had for those willing to chart explore ruins and blaze trails. This modification of combat armor is the result of field experience from such explorers. It is somewhat reinforced with the additional material, and has built-in pouches and belts to help carry supplies for long excursions. However, a reinforced version does not exist, since all-around utility was more important than absolute protection. This armor would grant a Survival bonus when worn. Again, advanced or expert level.

Juggernaut Armour: Based on the huge suits of not-quite power armor worn by beefy MG-toting enemies in every FPS ever. Requires two suits of reinforced combat armor and a battle saddle. The result is one of the most intimidating armors in the wastes. Shouldn't have DR and DT should be lower than power armor (by a little) and no STR bonus. However, the AGI penalty is less than PA. It'd probably have a mask as well, so it might count as fully enclosed.

Re: Earth Pony Magic: Innovation

Posted: Wed Aug 07, 2013 9:16 pm
by Thanqol
Tankenstein_PhD wrote:Personally, though, I'd prefer if this crafting stuff wasn't done with abstract points as much as if it just worked like zebra crafting where the key thing is finding materials. It seems like this stuff should be mostly done outside of combat, since you can only cobble something together so fast. I think it'd still be different enough from zebra crafting that way, escpecially if this focuses more on items rather than stat buffing/debuffing potions.
"Finding materials" puts it entirely at the control of the GM. I'm trying not to break the loot economy here; it's important for GMs to be able to ration gear according to the tone of the game. I deliberately want this to be short duration effects and one-shot inventions.
If you're going to keep the points, can I request that they rely on something other than INT and END? Those are already used by unicorns for their magic. I know they seem to make the most "sense", but constantly using those stats means that most characters are gonna put points into those, meaning the Wasteland starts to fill with a bunch of tough geniuses.
Oh, this is a good point - I just based it off what I thought Applejack would be good at. What about STR+INT?
Also, I feel I should protest the Muddy Feathers/Horn perk. I know it makes a certain amount of sense, but it still seems kinda unfair to give access ,even limited, to EP abilities to the other races when the opposite can't happen. It also seems counter to the objective here, which is to give EPs an accessible "thing" to do that's theirs alone.
Yeah, that's a fair point, I just based it off the Jr. Speedster perk from pegasus magic.
"Adjust the Sights" might make more sense as "Sighting In". This is something that actually has to be done with some longarms IRL, since every shooters has their own quirks that dictate how their shots land. I'd say it shouldn't affect the range, though. Instead, the weapon must be sighted for a particular user. When that user wields the weapon they gain a small bonus when rolling to hit. It isn't lost when the weapon malfunctions, but does require a few rounds of ammo to fire when sighting in and the process can take an hour or so (so it can't be done mid-combat).
I really want to avoid any straight up bonuses to hit or damage as much as possible because then it stops being fun and creative and starts becoming manditory buffing.
"Cart Creation" seems fine, except that the cart has such a short lifespan. Given that being over-encumbered is hardly an issue with most players/parties keeping the cart permanently doesn't seem like a problem.
It's just basically how long you can pull the cart before you gotta spend another 3TP to fix it. Even a low level EP can manage it for 4 hours.
"Look, No Hooves!" just seems a little...over the top, I guess. I do like the idea of being able to rig you own booby traps, though. Perhaps some recipes specifically for making those?
Yeah, this is the most problematic one so far. Gonna review and potentially cut it.
"Siege Works" is also a bit extreme. What you're proposing would give EPs the ability to tunnel on par with Hellhounds, if only in short bursts. Plus, it doesn't feel like it meshes well with the crafting focus of the other skills.
It's canon, though. Applejack V Diamond Dogs, she digs with her face. CMC dig an enormous pit trap for Cheerilee and MacIntosh in minutes. I think this is the coolest thing on that list and I'ma defend it.
"Slaver's Hilt" sounds nice for someone attempting to create a non-lethal character. My only complaint is that having the thing break so readily doesn't really seem necessary. The modified weapon losing its ability to kill a target seems like sacrifice enough.
Hmm, point. I'll think on that one.
"Gyrocopter" and "Jetpack" are very cool. They sound good to me. Maybe just give the jetpack a sharply limited amount of time it can be used.
Jetpack costs 1IP per round, meaning you got about 20 rounds in the air before you're dry.
Suggestions for more inventions:
While these are generally helpful, I'd love shots at the specific mechanics because I'm Bad At Math (tm) and the bottleneck for me is more about making sure it's balanced than coming up with ideas.
Sabotage: since EPs are good at building mechanical stuff it stands to reason they're good at breaking it, too. It takes time depending on the complexity of the object and experience of the saboteur, but an EP can sabotoge mechanical creations to stop them from working.
Can't work on robots, clashes with robotic expert. I've got some ideas to make it superior to 'shoot the computer'! though.
Different ranks/upgrades to the gyrocopter: not sure about the specifics, but higher level EP engineers could maybe construct larger, longer-lasting gyrocopters. Larger ones might incorporate transport capacity or weapon mounts.
I'd put those as Grandmaster inventions.
The other, more serious reason, is that it helps make this whole field of specialization more unique. Yeah, it's cool if your character can build power armor or a nice gun, but those can technically be had as loot from elsewhere in the Wasteland. Again, I think the goal here is to give EPs something they can contribute that no other in-game species can, and being able to build practically one-of-a-kind pieces of gear does that. The Grandmaster designs should be the ultimate extensions of this. Like heavily customized battle saddles, they should pretty much be impossible to find except from incredibly rare NPCs who won't hand out their prize creations except to a privileged few.These designs should be on par with some of the best armor, weapons, and other items available in the game.
Solid point, and one that was actually part of the intention and just poorly phrased. I'll clean up the language but the idea was that you can definitely create your own Grandmaster inventions on the level of pre-war tech but you can also learn how to replicate existing tech.

Elijah's LAER guns, for example, would be a Grandmaster invention, or the Holorifle.

I'm also thinking of appropriate 'costs' for Grandmaster inventions but they're so potentially varied that I'm inclined to add a line leaving that to GM discretion.

Re: Earth Pony Magic: Innovation

Posted: Wed Aug 07, 2013 11:13 pm
by Tankenstein_PhD
Thanqol wrote: "Finding materials" puts it entirely at the control of the GM. I'm trying not to break the loot economy here; it's important for GMs to be able to ration gear according to the tone of the game. I deliberately want this to be short duration effects and one-shot inventions.
Point taken. Should have thought of that myself, since making EPs less GM-dependent is what I'm always on about.

Still, I'm a bit miffed to learn that you want all the craftables to be "disposable". I kinda like the idea of making rare and unusual weapons and armor.
Oh, this is a good point - I just based it off what I thought Applejack would be good at. What about STR+INT?
That sounds a bit better. I'd even suggest STR and END, since everyone often assumes those are sort of the "hallmark" traits of EPs. I favor STR especially, though, since I feel it's currently a rather undervalued stat.
Yeah, that's a fair point, I just based it off the Jr. Speedster perk from pegasus magic.
I won't throw a fit if it stays or anything, but personally I don't like it for the reason stated. Besides, if you're basing this at least partially on the zebra crafting system that would mean you could have a "basic" tier of inventions that all characters can access. EPs might get a few extra right off the bat, and be able to unlock more through race-specific perks.
I really want to avoid any straight up bonuses to hit or damage as much as possible because then it stops being fun and creative and starts becoming manditory buffing.
Understood. In that case, leaving it as it was should work. I'd still recommend that it take some time, though. Say an hour, just to avoid players swapping around the range at will during combat. Also, I'll maintain that it shouldn't get undone just because of a critical failure. It should stay as-is until the player decides to change it.
It's just basically how long you can pull the cart before you gotta spend another 3TP to fix it. Even a low level EP can manage it for 4 hours.
Well, I guess that works. Still, 3 points seems like a lot just to fix a rudimentary cart.
Yeah, this is the most problematic one so far. Gonna review and potentially cut it.
I'd vote for cut myself. I will reiterate the craftable traps sound neat, though, and fit the whole "disposable/one-shot" theme you're going for.
It's canon, though. Applejack V Diamond Dogs, she digs with her face. CMC dig an enormous pit trap for Cheerilee and MacIntosh in minutes. I think this is the coolest thing on that list and I'ma defend it.
I'll give you that it's cool and I hadn't considered that it's supported by the show. Thing is, in FOE we never see EPs do anything close to this. Then again, in the original story the only EP we see a whole lot of is Steelhooves, who isn't really into "cover".
Hmm, point. I'll think on that one.
Thanks. I will point out that while I don't think you stated this explicitly methinks Slaver's Hilt would only work on Melee/Unarmed weapons.
Jetpack costs 1IP per round, meaning you got about 20 rounds in the air before you're dry.
Okay, that works combined with the fact that you've got to make Charge moves each turn. I kinda like the idea of using it to slam into a group of enemies before laying into them with a melee weapon.
While these are generally helpful, I'd love shots at the specific mechanics because I'm Bad At Math (tm) and the bottleneck for me is more about making sure it's balanced than coming up with ideas.
My bad, I misunderstood. I'll look over your math a bit more later on.
Can't work on robots, clashes with robotic expert. I've got some ideas to make it superior to 'shoot the computer'! though.
Good point. For the record, I was thinking less of computers when I suggested that and more of engines, explosive devices, or even doors. Mechanical in that sense.
I'd put those as Grandmaster inventions.
For sure.
Solid point, and one that was actually part of the intention and just poorly phrased. I'll clean up the language but the idea was that you can definitely create your own Grandmaster inventions on the level of pre-war tech but you can also learn how to replicate existing tech.

Elijah's LAER guns, for example, would be a Grandmaster invention, or the Holorifle.

I'm also thinking of appropriate 'costs' for Grandmaster inventions but they're so potentially varied that I'm inclined to add a line leaving that to GM discretion.
Well, you could work out some Grandmaster inventions on you own, particularly stuff that's widely useful since those designs would be most likely to filter their way around the Wastes. Then you could mention that new designs may be approved at the GM's discretion.

On the issue of the "materials" for this stuff. On the one hand, I understand why you used "points" instead and I agree with the principle that EP players need a racial path less dependent on having the GM bend over backwards for the sake of one player's character development. On the other hand, it just seems weird to me that EPs would be able to essentially create some of these things seemingly out of thin air by spending some abstract "points". When I suggested using crafting resources instead my thought was that zebras actually use resources as well and that that was okay. Those resources and the ones I'd expect this EP crafting to use are all generally much easier to find than a fully functional, higly advanced medical facility, cybernetic hardware, and a highly skilled surgeon willing to convert a party member. I hope that explains my rationale for suggesting that.

You mentioned Elijah's LAER, which gave me an idea. I was looking at this thinking more of "permanent" craftables, while I believe you were focusing more on limited use or one-shot items. Perhaps there's a middle ground? I'm certainly not opposed to "consumable" items, such as the improvised explosives I used earlier. But the underlying idea here is that EPs should have something that's enabled them to survive the Wastes for 200 years just as well as every other species, and that thing is their aptitude for modifying and creating devices to help them. I like the idea of EPs being able to permanently modify their kit, which is where a lot of my proposals came from. Again, I just want to explain why I said what I said.

Lastly, I do like Slaver's Hilt and Sight Adjustment for the reason you mentioned: they aren't straight up buffs, they're modifications. They don't make a weapon better or worse, they just make it work differently. However, although I wouldn't recommend removing those I would hasten to mention that the other "racial specs" EPs have to compete with often are focused on just that: making the character in question better. While they can have drawbacks (magical burnout, chem addiction, crashing, etc.) they generally do make characters more powerful. Just something to keep in mind.

Re: Earth Pony Magic: Innovation

Posted: Thu Aug 08, 2013 12:57 am
by Thanqol
Tankenstein_PhD wrote:Point taken. Should have thought of that myself, since making EPs less GM-dependent is what I'm always on about.

Still, I'm a bit miffed to learn that you want all the craftables to be "disposable". I kinda like the idea of making rare and unusual weapons and armor.
I think you're on to something with expanding the weapon modding potential. An Advanced Invention to make a MEW deal fire/ice/lightning damage? I don't want to open the floor to full-scale crafting because that's either useless or a Big Damn Deal, but expanded weapon modding seems like a great compromise.
That sounds a bit better. I'd even suggest STR and END, since everyone often assumes those are sort of the "hallmark" traits of EPs. I favor STR especially, though, since I feel it's currently a rather undervalued stat.
Change'd.
I won't throw a fit if it stays or anything, but personally I don't like it for the reason stated. Besides, if you're basing this at least partially on the zebra crafting system that would mean you could have a "basic" tier of inventions that all characters can access. EPs might get a few extra right off the bat, and be able to unlock more through race-specific perks.
Yeah, went ahead and nixed that one.
Understood. In that case, leaving it as it was should work. I'd still recommend that it take some time, though. Say an hour, just to avoid players swapping around the range at will during combat. Also, I'll maintain that it shouldn't get undone just because of a critical failure. It should stay as-is until the player decides to change it.
Fine, change'd, now uses the same 5/10m adjustment times as a normal invention.

I'm still thinking of adding IP costs to 'sustain' inventions like that because I'd like IP to be a consumable resource. Pegasus 'trick points' have a really cool economy going for them I'd like to replicate.
Well, I guess that works. Still, 3 points seems like a lot just to fix a rudimentary cart.
Cost dropped to 2.
I'd vote for cut myself. I will reiterate the craftable traps sound neat, though, and fit the whole "disposable/one-shot" theme you're going for.
Cut, something similar is coming up soon.
I'll give you that it's cool and I hadn't considered that it's supported by the show. Thing is, in FOE we never see EPs do anything close to this. Then again, in the original story the only EP we see a whole lot of is Steelhooves, who isn't really into "cover".
Pretty much. Also, he's a ghoul.
Thanks. I will point out that while I don't think you stated this explicitly methinks Slaver's Hilt would only work on Melee/Unarmed weapons.
That is in the text already.
Well, you could work out some Grandmaster inventions on you own, particularly stuff that's widely useful since those designs would be most likely to filter their way around the Wastes. Then you could mention that new designs may be approved at the GM's discretion.
Yeah fo'sho, means I gotta balance it out though and it's easier to point at the existing system and say 'like that'.
On the issue of the "materials" for this stuff. On the one hand, I understand why you used "points" instead and I agree with the principle that EP players need a racial path less dependent on having the GM bend over backwards for the sake of one player's character development. On the other hand, it just seems weird to me that EPs would be able to essentially create some of these things seemingly out of thin air by spending some abstract "points". When I suggested using crafting resources instead my thought was that zebras actually use resources as well and that that was okay. Those resources and the ones I'd expect this EP crafting to use are all generally much easier to find than a fully functional, higly advanced medical facility, cybernetic hardware, and a highly skilled surgeon willing to convert a party member. I hope that explains my rationale for suggesting that.
This is the crux of my issue with Earth Ponies as well.
You mentioned Elijah's LAER, which gave me an idea. I was looking at this thinking more of "permanent" craftables, while I believe you were focusing more on limited use or one-shot items. Perhaps there's a middle ground? I'm certainly not opposed to "consumable" items, such as the improvised explosives I used earlier. But the underlying idea here is that EPs should have something that's enabled them to survive the Wastes for 200 years just as well as every other species, and that thing is their aptitude for modifying and creating devices to help them. I like the idea of EPs being able to permanently modify their kit, which is where a lot of my proposals came from. Again, I just want to explain why I said what I said.

Lastly, I do like Slaver's Hilt and Sight Adjustment for the reason you mentioned: they aren't straight up buffs, they're modifications. They don't make a weapon better or worse, they just make it work differently. However, although I wouldn't recommend removing those I would hasten to mention that the other "racial specs" EPs have to compete with often are focused on just that: making the character in question better. While they can have drawbacks (magical burnout, chem addiction, crashing, etc.) they generally do make characters more powerful. Just something to keep in mind.
Permanent modding is fine and cool, but I don't want to break the loot economy. I'm thinking that the mods might be permanent but the process of activating them might cost IP. I prefer one shot disposable tricks for this system, even if they're dramatic - the wrist-lasers from Iron Man 2, or the precision missiles in the hostage scene from Iron Man 1. Basically I don't want this to turn into "Better armed Steel Rangers" which is a niche that has been filled, I want this to be Father Eljiah/Tony Stark/MacGuyver style Mad Science.

The pegasus tricks, from personal experience, didn't make my character more powerful. I can still outdamage my worst stormcloud with my grenade launcher and three ranks of Explodey McGee. What the pegasus tricks did for me was give me a lot more options - options for battlefield zoning and control, restricting movement, area denial, that kind of thing. That's what I want for Earth Ponies: More options.

Re: Earth Pony Magic: Innovation

Posted: Thu Aug 08, 2013 2:15 am
by SilverlightPony
Thanqol wrote:
That sounds a bit better. I'd even suggest STR and END, since everyone often assumes those are sort of the "hallmark" traits of EPs. I favor STR especially, though, since I feel it's currently a rather undervalued stat.
Change'd.
Boo.

Inventing things takes brainpower, no ifs, ands, or buts. A dumb pony may be fun to play, but he or she logically should not be inventing things except by accident or astounding feats of luck. You wanna roll an RP character with low INT, go for it, but expect some drawbacks when he or she tries to do something mentally complex.
Thanqol wrote:three ranks of Explodey McGee
That has three ranks?

Re: Earth Pony Magic: Innovation

Posted: Thu Aug 08, 2013 2:34 am
by Thanqol
SilverlightPony wrote:Boo.

Inventing things takes brainpower, no ifs, ands, or buts. A dumb pony may be fun to play, but he or she logically should not be inventing things except by accident or astounding feats of luck. You wanna roll an RP character with low INT, go for it, but expect some drawbacks when he or she tries to do something mentally complex.
Aw man, this is also persuasive. Why does the internet have to be persuasive?
That has three ranks?
That has three ranks!