Alternate Core Documents

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

Post by Viewing_Glass » Tue Nov 19, 2013 1:26 am

Actually, not that meaty. A 10 END pony has 130 HP at level 1.

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Ghostpony
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Re: Alternate Core Documents

Post by Ghostpony » Tue Nov 19, 2013 2:40 am

Viewing_Glass wrote:Actually, not that meaty. A 10 END pony has 130 HP at level 1.

True. But a PC pony isnt considered a red threat is it?

Also pony is default size. Up its size by one and then what?

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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Tue Nov 19, 2013 4:12 pm

With a 50% increase in HP (and assuming the size increase breaks the 10 cap) a size one PC at level 1 with a 10 END base has 200 HP (199.5 HP, which rounds up).
With the doubling of HP (200% increase), the player would have 266 HP.

If the size increase doesn't break the 10 cap on END, then it is 195 HP with a 50% increase, 260 HP with the HP doubling (200% increase).

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Ghostpony
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Re: Alternate Core Documents

Post by Ghostpony » Tue Nov 19, 2013 6:43 pm

Personally I think the increase in mass should show more in the HP than your method. Its just plan harder to kill larger things.

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Centra Blu
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Re: Alternate Core Documents

Post by Centra Blu » Sun Nov 24, 2013 10:26 pm

I was looking at the forum and noticed an oddly complicated rule:

" The cost for a PC to buy an item will be equal to: 155% - [Barter x 0.45%] x modifier.
The value at which a PC can sell an item is equal to: 45% +[Barter x 0.45%] x modifier. "

Wouldn't it be simpler on the GM for these rules to be changed to this?:

" The cost for a PC to buy an item will be equal to: 150% - [Barter x 0.5% - 5] x modifier.
The value at which a PC can sell an item is equal to: 50% +[Barter x 0.5% - 5] x modifier. "

It pretty much gives the same effect by the looks of it. The way the rules put it makes it something you always have to calculate yourself with a complex formula, but this just makes it a matter of halving your player's Barter, taking away five, then doing the math for the percentage; opposed to the additional step of figuring out 45% of your players Barter.

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Fri Nov 29, 2013 4:58 am

Minor:

Increased the cost of the MoM Assassin's Suit and added the nightvision quality.

Night vision-y! :pinkiehappy:
:pinkiebounce:

Also added the Dangerous Mission outfit as an additional example under unique clothing. :raritywink:

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Seraph-Colak
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Re: Alternate Core Documents

Post by Seraph-Colak » Wed Dec 04, 2013 2:10 pm

So if the strength for a weapon wielded with tk is the wielder's potency+1 what would you add for agility?

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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Thu Dec 05, 2013 6:57 pm

I think I heard it mentioned that Agile weapons use Versatility +1 for TK purposes, Seraph-Colak.

So, I was thinking about folks that had mentioned having a science pony that 'was only really skilled at (hacking or magic or making chems). I've been playing with the idea, and came up with something potentially nifty.

Focused Education: Level 2, 1 rank. Your education is primarily focused on one aspect of the sciences. Choose hacking, magic, or chemistry. When making checks that have to deal with this subset of the science skill, you may double your science skill to determine what you roll. This doubling of the science skill does not allow you to break any skill caps. Note: If magic is chosen, this is only for understanding magical theory. It may not be used to substitute the science skill for attacking with a spell.

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Thanqol
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Re: Alternate Core Documents

Post by Thanqol » Thu Dec 05, 2013 9:24 pm

Viewing_Glass wrote:I think I heard it mentioned that Agile weapons use Versatility +1 for TK purposes, Seraph-Colak.

So, I was thinking about folks that had mentioned having a science pony that 'was only really skilled at (hacking or magic or making chems). I've been playing with the idea, and came up with something potentially nifty.

Focused Education: Level 2, 1 rank. Your education is primarily focused on one aspect of the sciences. Choose hacking, magic, or chemistry. When making checks that have to deal with this subset of the science skill, you may double your science skill to determine what you roll. This doubling of the science skill does not allow you to break any skill caps. Note: If magic is chosen, this is only for understanding magical theory. It may not be used to substitute the science skill for attacking with a spell.
Make it a trait rather than a perk. Something like +30 with chosen field of science, -30 with other fields. Having it a perk that you can potentially take at level 16 after you've been hacking without problems for months of gametime is weird.

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TyrannisUmbra
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Re: Alternate Core Documents

Post by TyrannisUmbra » Fri Dec 06, 2013 6:18 am

Doubling skill is too good under any circumstances. This is effectively a perk worth 50 skill points. Keep in mind that most perks give +10 total skill points per rank -- and at most, a specific subset should give +15 or +20 as a perk. Even then, I question the balance of it, since hacking is an option, and hacking is 75% of what people use science skill for in this game. If you don't count offensive magic rolls, hacking is more like 90% of what people use the skill for. At that point, you might as well be giving out skill points for the "whole" skill.
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