Alternate Core Documents
Re: Alternate Core Documents
I don't think a trait that just allows someone to take zebra martial arts as a perk would really be a good idea. Traits are already kinda stuffed.
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Re: Alternate Core Documents
Unlike perks i don't see any issue with traits being stuffed. More traits means more variability between characters. (in a perfect world )
But i agree with Viewing Glass. A quest perk is much more fitting for any non zebra race to learn. Making it a trait makes me feel like there should be a downside to it like all traits have.
But i agree with Viewing Glass. A quest perk is much more fitting for any non zebra race to learn. Making it a trait makes me feel like there should be a downside to it like all traits have.
Re: Alternate Core Documents
My two cents: the problem with a quest perk is that quest perks are requisite on the GM. A player can count on the availability and timing of a trait, allowing the player to confidently plan to play a martial artist. I would prefer a trait. The downside of the Martial Artist trait would be that you are actually having to give up a trait in order to take Martial Arts perks.
Re: Alternate Core Documents
Kkat wrote:My two cents: the problem with a quest perk is that quest perks are requisite on the GM. A player can count on the availability and timing of a trait, allowing the player to confidently plan to play a martial artist. I would prefer a trait. The downside of the Martial Artist trait would be that you are actually having to give up a trait in order to take Martial Arts perks.
The system I am putting forth th4e start point for martial arts is takeable as a trait or a quest perk. Need to get it spell checked and re-posted in the the other thread. All arts have been made into 5 or 6 perk tree's.
Re: Alternate Core Documents
Perks Additions
The following new perk has been added to the Unicorn's racial perk list: Good With the Thundery Ones. This perk allows unicorns to utilize their elemental damage spells to deal non-lethal damage, dealing electrical Stun damage as per Pegasus Tricks. (Note: as electrical Stun damage is reduced by Stun DT and resisted by Lightning Resistance, this actually reduces the overall damage of these spells.) The perk also grants a bonus +10% to Lightning Resistance.
Several new perks have been added to the Zebra racial perks list: Snake Eater, Elemental Alchemist and Potent Brew. Snake Eater is identical to the perk of the same name available to everyone, except it is available to zebras two levels earlier with an additional Survival requirement. Elemental Alchemist increases the effectiveness of potions which grant elemental resistances. Potent Brew increases the effectiveness of poisons and sleeping powders. Additionally, Green Hoof has been clarified with mechanical effects.
Strong Back and Lead Belly, formerly EP-only perks, have been added to the base perk list, available at two levels higher than they are to Earth Ponies. Additionally, the version of Strong Back available to everyone has only one rank. Lead Belly now also grants +10% Radiation Resistance.
The following new perk has been added to the Unicorn's racial perk list: Good With the Thundery Ones. This perk allows unicorns to utilize their elemental damage spells to deal non-lethal damage, dealing electrical Stun damage as per Pegasus Tricks. (Note: as electrical Stun damage is reduced by Stun DT and resisted by Lightning Resistance, this actually reduces the overall damage of these spells.) The perk also grants a bonus +10% to Lightning Resistance.
Several new perks have been added to the Zebra racial perks list: Snake Eater, Elemental Alchemist and Potent Brew. Snake Eater is identical to the perk of the same name available to everyone, except it is available to zebras two levels earlier with an additional Survival requirement. Elemental Alchemist increases the effectiveness of potions which grant elemental resistances. Potent Brew increases the effectiveness of poisons and sleeping powders. Additionally, Green Hoof has been clarified with mechanical effects.
Strong Back and Lead Belly, formerly EP-only perks, have been added to the base perk list, available at two levels higher than they are to Earth Ponies. Additionally, the version of Strong Back available to everyone has only one rank. Lead Belly now also grants +10% Radiation Resistance.
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Re: Alternate Core Documents
So does elemental damage now blow past shield spells DT as well?
Re: Alternate Core Documents
Jackelmandingo wrote:So does elemental damage now blow past shield spells DT as well?
Elemental damage does ignore the DT of Shield spells, but not the damage absorbtion of those spells. Thus, the damage of an Fire Strike spell would be cut in half going through a normal Shield spell (up to the maximum HP of the shield).
Likewise, a weapon which does normal damage plus elemental damage (such as a melee weapon with an elemental damage mod) would have to deal at least one point of normal damage through the Shield spell to deal any of it's elemental damage, and that elemental damage would still be halved (to the maximum that the shield can absorb).
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Re: Alternate Core Documents
So, this is an interesting question, but when did parrying start having to be made at a -20? And why? I mean, melee is already hard enough as it is, especially with unarmed having more than a couple maneuvers that prevent you from being parried.
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Re: Alternate Core Documents
It doesn't. That -20 is only for attempting to parry with a ranged weapon, which has been there for... ever?Viewing_Glass wrote:So, this is an interesting question, but when did parrying start having to be made at a -20? And why? I mean, melee is already hard enough as it is, especially with unarmed having more than a couple maneuvers that prevent you from being parried.
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Re: Alternate Core Documents
...Oh. Well, now I feel silly.