Alternate Core Documents

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

Post by uSea » Sat Dec 21, 2013 10:33 am

I think there should be a higher penalty for using Full Auto than just -10 to hit, but I'd like it to be something the character could mitigate by exceeding the weapon's (base) STR requirement.
Or just something like "Full Auto attacks are made at -10 to hit and count the weapon's STR requirement as 2 higher".
This would make things like bipods, bracing the weapon, or being in a Battle Saddle very effective ways of stabilizing a Full Auto attack. A character could also just invest more points into STR of course, or stick to Burst fire which wouldn't have a penalty.

A change such as this would penalize Battle Saddle users less than others, but Battle Saddles already give up Armed and Dangerous/Buck Rogers which makes a really big impact on the damage potential of Full Auto.

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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Sat Dec 21, 2013 4:22 pm

Mathwyn, I've found that, inaddition to the HP perks, adding a flat multiplier based on size makes the larger monsters more threatening. I tend to flat double the HP of monsters for every size category past 0 (So, size 1 is HP*2, Size 2 is HP*4, Size 3 is HP*8, etc). Makes the larger threats really threatening.

In addition, I really do think the additional penalty is the way to go. Possibly the bonus STR requirement to wield weapons in Full-Auto in addition to the ROF penalty I listed before. Means an Assault Rifle would require a STR 6 for Full-Auto and all attacks would take a -25 (Penalty of 10+(ROF*5)), while a Minigun would have a Strength requirement of 12 for Full-Auto and Full-Auto attacks would take a penalty of -25 to -40, depending on ROF.

I really, really like that, come to think of it.

Jackelmandingo
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Re: Alternate Core Documents

Post by Jackelmandingo » Sat Dec 21, 2013 7:25 pm

Came up with a perk idea.

First Aid or Art of the Bandage
Level:2 Ranks:3
+5 [Medicine] +1d10 healed buy Bandages and Magical Bandages per rank. Mastery: 5 extra points in this Skill.


:pinkiesick: :pinkiesick: :pinkiesick:

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TyrannisUmbra
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Re: Alternate Core Documents

Post by TyrannisUmbra » Sun Dec 22, 2013 5:39 am

The boost to effective str requirement in full auto is something I could get behind.
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SilverlightPony
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Re: Alternate Core Documents

Post by SilverlightPony » Sun Dec 22, 2013 9:14 am

Thirded.
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Seraph-Colak
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Re: Alternate Core Documents

Post by Seraph-Colak » Sun Dec 22, 2013 12:35 pm

Indeed, its much harder to control your weapon when its trying to buck its way out of your hooves, also makes full auto with the minigun less ideal unless you've got a battle saddle and a few choice perks.

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Ghostpony
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Re: Alternate Core Documents

Post by Ghostpony » Sun Dec 22, 2013 6:55 pm

It seems to me that in most examples its assumed that the ponies in question can squirt as much lead down range as they need. The point has been made about cost, but not about supply. In my game I have granted a mountain of caps. However the PC's are running into an issue you see in the game on a regular basis. Just because you have the caps doesn't mean its there to buy. Even a large settlement with access to military stores is gonging to have an upper limit on how much ammo they will sell in a given time period. When it comes to looting even with :cwalk: on your side there will only be so much ammo found. If the full auto weapons are not running out of ammo your giving to much out in my opinion.

Keep in mind new ammo is only produced in limited quantities in a few locations and then has to spread out from there.

As for mook's against full auto weapons? Keep in mind hat a mook's job is really just to eat up time and resources. Mostly the later of the two. It is a boss mob who is meant to provide a proper challenge. Mind you can have more than one boss in an encounter if need be. But seriously challenging encounters shouldn't be an all the time factor. As a GM you want to reward gear for combat wins and the like. The job of the Mooks is to eat that up so they don't become over supplied and never challenged. Do you understand what I am getting at?

Don't forget that your NPC's also have things they can do to mitigate damage taken. Such as take cover. Wear better armor. If you allow it dodge. There are perks that make one harder to hit. As the GM you have a great deal of control over the situation. Also remember just because they are mook's they don't have to be brainless lemmings that throw themselves on the PC's weapons at the drop of a hat. They can pick terrain that favors them if need be.

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SilverlightPony
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Re: Alternate Core Documents

Post by SilverlightPony » Sun Dec 22, 2013 9:54 pm

So much "this".
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Seraph-Colak
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Re: Alternate Core Documents

Post by Seraph-Colak » Mon Dec 23, 2013 2:28 am

SilverlightPony wrote:So much "this".
Agreed.

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Palm
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Re: Alternate Core Documents

Post by Palm » Mon Dec 23, 2013 7:30 am

Asking for permisson to rip there rules straight of to make a (silly little) computer game. While I assume its okay, I would also like to inquire who to credit in case I come up with a product. I do not intend to monetize or sell, its just something I wish to do to practice my programming and game developing skills.
I made some tokens to be used for virtual tabletops such as roll20, might be of interest if you like a playing field for your games.

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