Alternate Core Documents
- Seraph-Colak
- Posts: 34
- Joined: Sat Oct 19, 2013 1:38 pm
Re: Alternate Core Documents
Came up with a brilliant idea at 3am in the morning for a new general spell: Impulse magic. For all the studying a unicorn can do to learn spells to use magic, baby ponies can use magic anyways. These magic bursts are driven by impulses and desires and can deliver what you want if it works. Not all the details are hammered out but effect and cost can be completely up to the gm. Since intellect is not required to drive these spells any modifiers to attempt to control this magic would be made off of potency.
- TheWanderingZebra
- Posts: 146
- Joined: Sat May 25, 2013 8:26 pm
Re: Alternate Core Documents
So if anyone knows this, in Mad_Modd's Perk list there are plenty more racial perks than in the normal version of the PnP game, such as the Zebra Pariah perk or the Reaver perk for ghouls, none of which exist in the revised perk list for the normal rules. Does anyone know why?
"There is no such thing as mental illness, hence also no such thing as psychotherapy." - Lachlan Morris
Re: Alternate Core Documents
Otaku1995exe wrote:So if anyone knows this, in Mad_Modd's Perk list there are plenty more racial perks than in the normal version of the PnP game, such as the Zebra Pariah perk or the Reaver perk for ghouls, none of which exist in the revised perk list for the normal rules. Does anyone know why?
There is (in my humble opinion an unreasonable) worry over 'perk bloat'. Likely thats why some of the better idea's on his list have never made it over.
- SilverlightPony
- Global Moderator
- Posts: 493
- Joined: Sat Mar 17, 2012 4:21 pm
Re: Alternate Core Documents
IIRC, Mad Modd's perk list is intended for use with his own ruleset, not with Kkat's rules. The two aren't necessarily incompatible, but compatibility is not guaranteed.
- Viewing_Glass
- Posts: 454
- Joined: Wed Jul 25, 2012 8:02 pm
Re: Alternate Core Documents
Indeed. There is also some issues with the differences in the rulesets (with the reduced HP, expanded skills, etc) that could cause some of the perks to become imbalanced.
Re: Alternate Core Documents
AS I said he has had some good idea's. Not suggesting they wouldn't need to be adjusted.
- Rippedshadow
- Posts: 111
- Joined: Fri Oct 28, 2011 9:37 pm
Re: Alternate Core Documents
While bumping posts feels silly, it seems nobody actually noticed this.Rippedshadow wrote:While we're on the topic of weapon damage, can I point out that the damage perks for all ranged weapons really don't make sense? Sure, they're additional damage dice, but more damage is more damage. I don't know what kind of system feel we're going for, but outside of melee and unarmed, damage perks sit wrong with me. Two people (or in this case, ponies) using the same sword dealing different damage averages makes sense, it's based on your strength, but if two people used a .22 rifle, one shouldn't be allowed to (potentially) deal 30 more damage per bullet to an enemy, without factoring in crit chance, hit location, or anything.
The same goes for explosives, MEW, and any other weapon that isn't based on the user's personal strength. It's a personal complaint about system feel, though, so maybe I'm on an island.
Like everyone's said, Mad_Modd has his own, customized version of the ruleset, which... Can be a bit of a mess to people just coming in, and even those of us who've hung around for a while.Otaku1995exe wrote:So if anyone knows this, in Mad_Modd's Perk list there are plenty more racial perks than in the normal version of the PnP game, such as the Zebra Pariah perk or the Reaver perk for ghouls, none of which exist in the revised perk list for the normal rules. Does anyone know why?
I do things, sometimes. Maybe...
Planetside 2? Maybe.
Planetside 2? Maybe.
Re: Alternate Core Documents
Wow... I really need to catch up on this thread. Without the Stalliongrad game, I've let my attention slip.
On a different rules topic, I'm considering expanding the Defense magic set to include Wards. My current line of thought is that Wards would be magical inscriptions that would prevent the use of certain spells across the warded area. (This is drawn from the sequence in Fallout: Equestria where Littlepip realizes that Shattered Hoof must be warded against teleportation.) Wards would have an exceptionally long casting time, making them a non-combat spell, and would last indefinitely unless disrupted.
What do you think? Sound like a good addition?
On a different rules topic, I'm considering expanding the Defense magic set to include Wards. My current line of thought is that Wards would be magical inscriptions that would prevent the use of certain spells across the warded area. (This is drawn from the sequence in Fallout: Equestria where Littlepip realizes that Shattered Hoof must be warded against teleportation.) Wards would have an exceptionally long casting time, making them a non-combat spell, and would last indefinitely unless disrupted.
What do you think? Sound like a good addition?
Re: Alternate Core Documents
Yes, but 99% of that spell's use is going to be by a GM who wants to shut down a teleport-using PC and they could already do that more or less via handwaving. Basically there's not enough there for a PC to take it as anything other than an insanely situational spell (fortified position+lots of time+teleporting enemy+enemy has a reason to attack you at this location).Kkat wrote:Wow... I really need to catch up on this thread. Without the Stalliongrad game, I've let my attention slip.
On a different rules topic, I'm considering expanding the Defense magic set to include Wards. My current line of thought is that Wards would be magical inscriptions that would prevent the use of certain spells across the warded area. (This is drawn from the sequence in Fallout: Equestria where Littlepip realizes that Shattered Hoof must be warded against teleportation.) Wards would have an exceptionally long casting time, making them a non-combat spell, and would last indefinitely unless disrupted.
What do you think? Sound like a good addition?
Also, does it prevent all teleportation inside the warded building or just teleportation in and out of the warded building? The former is an extra kick to combat teleporter unicorns because any pre-war structure that cared about security at all would be virtually guaranteed to have wards up.
However, another magic system I'm familiar with has a cool take on the wards concept which already has precedent in FOE: Bans. Instead of warding out one specific thing (teleportation) you can adjust the spell to ward out anything you don't want (animals, weapons, zebras, whatever). A ban would basically function like a permanent, immobile Shield with an Exclusion condition - not an invincible barrier unless cast as a Megaspell, but enough to let whoever's on the other side know when their perimeter has been breached.
- Viewing_Glass
- Posts: 454
- Joined: Wed Jul 25, 2012 8:02 pm
Re: Alternate Core Documents
I could actually see a PC actually using wards. Any place you want as a campsite for a night, you might ward against things like Detect Others, Teleportation, Phase, etc. Especially Detect Others.
Actually, I really, really like that idea. Might make Ward a general school spell with the specification that, in order to make a Ward against a specific spell, you must know the spell OR be able to make a check at a -30.
Actually, I really, really like that idea. Might make Ward a general school spell with the specification that, in order to make a Ward against a specific spell, you must know the spell OR be able to make a check at a -30.