That might actually be the best way to go. Maybe something like "Since severing a head is instantly lethal, a head may only be severed with a severing attack that also reduces the target's hit points below zero." Would that work?Ghostpony wrote:If you make taking a head off take as much damage as it would to kill the target, does it mater that it kills them?
Alternate Core Documents
Re: Alternate Core Documents
Re: Alternate Core Documents
Complicates bleedout revives/the Revive spell. We can legitimately leave it as 'if you kill a guy you get to describe how he dies'.Kkat wrote:That might actually be the best way to go. Maybe something like "Since severing a head is instantly lethal, a head may only be severed with a severing attack that also reduces the target's hit points below zero." Would that work?Ghostpony wrote:If you make taking a head off take as much damage as it would to kill the target, does it mater that it kills them?
- Dimestream
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Re: Alternate Core Documents
Severing a head should only be able to kill if it reduces HP to or below zero. Otherwise it's overpowered. It is STILL a better option than a body shot, as a headshot kill prevents those (END) rounds where a medic could run up and revive a dying opponent.
Re: Alternate Core Documents
Heightened Senses... does it need nerfing, and if so, how is the best way to do it?
Perception is probably the most often rolled SPECIAL, and with Expert level Heightened Senses, it's almost impossible not to have a Perception of 10. Or for the entire party not to if you have the right Defense spells. So... I'm thinking it needs a rework. But what would be the best way to do so?
Perception is probably the most often rolled SPECIAL, and with Expert level Heightened Senses, it's almost impossible not to have a Perception of 10. Or for the entire party not to if you have the right Defense spells. So... I'm thinking it needs a rework. But what would be the best way to do so?
Re: Alternate Core Documents
I know what you could do. You could put a cap on the bonus that you can receive. You can get a bigger bonus than Twice your natural Per with a +1 bonus at Advanced and a +2 bonus at Expert. So for a Per 3 natural chatacter you could have a max of 6 at basic. (7 at advanced and 8 at expert).
I would recommend that you increase it's duration or something else to compensate a bit.
I would recommend that you increase it's duration or something else to compensate a bit.
- Viewing_Glass
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Re: Alternate Core Documents
Kkat wrote:Heightened Senses... does it need nerfing, and if so, how is the best way to do it?
Perception is probably the most often rolled SPECIAL, and with Expert level Heightened Senses, it's almost impossible not to have a Perception of 10. Or for the entire party not to if you have the right Defense spells. So... I'm thinking it needs a rework. But what would be the best way to do so?
Uh... I'm going to say no, considering that is an expert level spell. Compared to other expert level spells... higher perception is nice, but I might rather benefit from Expert Alter Physiology (More Endurance and Agility, anyone?), Expert Spirit of Winds (Two free move actions in a turn? Yes please), an Expert Alicorn Shield (A shield that doesn't allow bullets to penetrate normally?)...
If you are really worried about it, increase the strain cost. I've always felt the spell had an oddly low strain cost for what it did, anyway.
Re: Alternate Core Documents
Thanqol wrote:Complicates bleedout revives/the Revive spell. We can legitimately leave it as 'if you kill a guy you get to describe how he dies'.Kkat wrote:That might actually be the best way to go. Maybe something like "Since severing a head is instantly lethal, a head may only be severed with a severing attack that also reduces the target's hit points below zero." Would that work?Ghostpony wrote:If you make taking a head off take as much damage as it would to kill the target, does it mater that it kills them?
I don't see how. No head = no chance of revival. Also makes bleeding out a moot point.
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Re: Alternate Core Documents
I've been giving the Perks list another lookover, and I noticed a few things needing attention.
1. Chem Resistant is somehow listed as both a Perk and as one of the Traits on the main document. Perk version reproduced below.
Chem Resistant
Prerequisites: Level 16, Medicine 60
Ranks: 1
Effect: You are 75% less likely to develop chem addictions.
Since we already have a Perk with the same general function - "Party" Pony - perhaps we can merge the two perks. Hypothetical perk given below.
"Party" Pony
Prerequisites: Level 16, Endurance 5, Medicine 60
Ranks: 1
Effect: You are 50% less likely to develop chem addictions, and chem withdrawals last half as long for you.
Don't be shy about whether the level requirement's too high. My guess was either level 16 to match Fallout 3's Chem Resistant, or level 10 to go with Fallout 1's Flower Child.
2. Contract Killer and Lawbringer are somehow listed as both Quest Perks and Perks available on level-up. Are they supposed to be like that?
3. There are Perks with odd-numbered level requirements, and I'm not sure whether they feel out of place compared to everything else.
Level 3
Brick Wall
Earth Pony Magic (Artisan)
Fast Pack Buckles
Healing of the Mother Earth
Raise This Barn / Raise That Barn [Perk name doesn't match name given in description]
Rooted
Level 7
Integrated Targeting System
Level 9
Bombermare / Bomberbuck
But I Want it NOW!
Karma Beacon
Sharpshooter
Level 15
Flight (2) [Earth Pony]
How much would game balance be thrown off by if the level requirements for these Perks got evened out, one way or the other?
1. Chem Resistant is somehow listed as both a Perk and as one of the Traits on the main document. Perk version reproduced below.
Chem Resistant
Prerequisites: Level 16, Medicine 60
Ranks: 1
Effect: You are 75% less likely to develop chem addictions.
Since we already have a Perk with the same general function - "Party" Pony - perhaps we can merge the two perks. Hypothetical perk given below.
"Party" Pony
Prerequisites: Level 16, Endurance 5, Medicine 60
Ranks: 1
Effect: You are 50% less likely to develop chem addictions, and chem withdrawals last half as long for you.
Don't be shy about whether the level requirement's too high. My guess was either level 16 to match Fallout 3's Chem Resistant, or level 10 to go with Fallout 1's Flower Child.
2. Contract Killer and Lawbringer are somehow listed as both Quest Perks and Perks available on level-up. Are they supposed to be like that?
3. There are Perks with odd-numbered level requirements, and I'm not sure whether they feel out of place compared to everything else.
Level 3
Brick Wall
Earth Pony Magic (Artisan)
Fast Pack Buckles
Healing of the Mother Earth
Raise This Barn / Raise That Barn [Perk name doesn't match name given in description]
Rooted
Level 7
Integrated Targeting System
Level 9
Bombermare / Bomberbuck
But I Want it NOW!
Karma Beacon
Sharpshooter
Level 15
Flight (2) [Earth Pony]
How much would game balance be thrown off by if the level requirements for these Perks got evened out, one way or the other?
Re: Alternate Core Documents
Thanks for these, Mortified_Penguin. Here are my first impressions:
(In fact, to this end, I have made Falling With Style available to flying races one level earlier than for other characters.)
The perk version should probably just be removed.Mortified_Penguin wrote:I've been giving the Perks list another lookover, and I noticed a few things needing attention.
1. Chem Resistant is somehow listed as both a Perk and as one of the Traits on the main document. Perk version reproduced below.
The base perk should probably be removed. This makes much more sense as a Quest Perk.2. Contract Killer and Lawbringer are somehow listed as both Quest Perks and Perks available on level-up. Are they supposed to be like that?
I want to keep these as they are. There are often balance or prerequisite-based reasons for the odd-level perks. And when there are not, it is because the perk is a racial perk and the odd-level requirement is designed as a racial benefit.3. There are Perks with odd-numbered level requirements, and I'm not sure whether they feel out of place compared to everything else.
(In fact, to this end, I have made Falling With Style available to flying races one level earlier than for other characters.)
Fixed.Raise This Barn / Raise That Barn [Perk name doesn't match name given in description]
- Viewing_Glass
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Re: Alternate Core Documents
After some testing involving thrown weapons, I would like to suggest that all weapons with the 'Thrown' descriptor get the 'Unwieldy' descriptor as well. Damage on some of those weapons (with a higher strength) gets ridiculous when two are thrown at the same time.