Huzzah!Thanqol wrote:So our group finally finished a year and a half of Fallout Equestria.
One session a week, 3-8 hours per session, we got an awful lot done. We performed heroics and committed atrocities. We learned the magic of friendship from a omnicidal killbot and we managed to not betray each other for long enough to save the world. Character arcs rose and concluded. The group managed to inflict 5000 damage on a DT 50 target in three rounds. We killed a dragon and Comet Kicker learned that she didn't need to create a situation of mutually assured destruction in order to trust anyone. It was good gaming.
I just wanted to take the opportunity to thank Kkat and everyone here for their work in making the Fallout Equestria system. Without it I wouldn't have had a compelling conversation topic with the random dude behind me at the comic book store and I would never have entered that gaming circle at all. So thank you, whatever else you do or accomplish here the real objective - bringing people together - has been a success.
Alternate Core Documents
- SilverlightPony
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Re: Alternate Core Documents
Re: Alternate Core Documents
I would rule it as still phased. on the other hand a magic damage grenade should in theory still do it's damage.AffeTrollkarl wrote:A thought hit me concerning the phasing of grenades... What if you detonated a phased grenade inside someone? Would the explosion continue to be phased, or would it be a step-up from exploding someone's pants?
- TyrannisUmbra
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Re: Alternate Core Documents
I'm pretty sure a magical energy grenade is unphaseable, on account of phase being unable to work on magically enhanced items (Which incidentally should make power armor immune as well), though I suppose it's "borderline" enough that it would be a "GM ruling" thing.Ghostpony wrote:I would rule it as still phased. on the other hand a magic damage grenade should in theory still do it's damage.AffeTrollkarl wrote:A thought hit me concerning the phasing of grenades... What if you detonated a phased grenade inside someone? Would the explosion continue to be phased, or would it be a step-up from exploding someone's pants?
Though another restriction on phase answers the question.
So I suppose you could theoretically "pull the pin" on a grenade so to speak, and phase it, though the resulting blast would likely not harm anything while phased on account of being phased. However, you can't activate the grande while it is phased.Items that have been phased cannot be used or equipped.
And actually... that last restriction may even preclude things like picking up a phased grenade in telekinesis -- is that considered "using" it? An interesting thought.
Primary IRC nicks: TyrannisUmbra, Silver_Wing
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Re: Alternate Core Documents
Also, unicorn bomb disposal squad can just shunt explosives into parallel dimensions where they detonate harmlessly. That's kind of cool.TyrannisUmbra wrote: So I suppose you could theoretically "pull the pin" on a grenade so to speak, and phase it, though the resulting blast would likely not harm anything while phased on account of being phased. However, you can't activate the grande while it is phased.
And actually... that last restriction may even preclude things like picking up a phased grenade in telekinesis -- is that considered "using" it? An interesting thought.
Re: Alternate Core Documents
Much of your first argument is based on a point that lacks definition. Is say an MFC grenade an enchanted object or just a container of magical energies?TyrannisUmbra wrote:I'm pretty sure a magical energy grenade is unphaseable, on account of phase being unable to work on magically enhanced items (Which incidentally should make power armor immune as well), though I suppose it's "borderline" enough that it would be a "GM ruling" thing.Ghostpony wrote:I would rule it as still phased. on the other hand a magic damage grenade should in theory still do it's damage.AffeTrollkarl wrote:A thought hit me concerning the phasing of grenades... What if you detonated a phased grenade inside someone? Would the explosion continue to be phased, or would it be a step-up from exploding someone's pants?
Though another restriction on phase answers the question.So I suppose you could theoretically "pull the pin" on a grenade so to speak, and phase it, though the resulting blast would likely not harm anything while phased on account of being phased. However, you can't activate the grande while it is phased.Items that have been phased cannot be used or equipped.
And actually... that last restriction may even preclude things like picking up a phased grenade in telekinesis -- is that considered "using" it? An interesting thought.
As for TK being able to affect a phased object? If magic can't be used on a phased object it renders the low level phases all but pointless. The range for use for them becomes poke something small though the 2 - 4 inch hole. depending on your power level you may or may not be able to fit a hoof.
Re: Alternate Core Documents
Two things that should be looked at:
Flash Bangs: halving weapons skills is probably too much. Would these be better as imposing just a straight -30 penalty to attacks?
Paralyzing Hoof: unarmed attacks are fast; most combatants who would have this perk would be able to make a very high number of attacks with the potential to trigger this, making it overpowered with its current chance of triggering. How would a flat 5% chance to trigger work? Another option is to increase the AP cost for attacks when attempting to use Paralyzing Hoof.
uSea also suggested:
I'm also making a note that the defensive bonus from Flight 3 and Flight 4 do not stack with the defensive bonuses from Dodging or the Counter Canter perk.
Flash Bangs: halving weapons skills is probably too much. Would these be better as imposing just a straight -30 penalty to attacks?
Paralyzing Hoof: unarmed attacks are fast; most combatants who would have this perk would be able to make a very high number of attacks with the potential to trigger this, making it overpowered with its current chance of triggering. How would a flat 5% chance to trigger work? Another option is to increase the AP cost for attacks when attempting to use Paralyzing Hoof.
uSea also suggested:
So maybe make Paralyzing Hoof not work on Red Threats?Paralyze is basically instant death on anything that it can effect. So any target that's supposed to be even a little bit hard to defeat ought to be made immune to it by the GM (so one lucky hit roll in 9 attacks doesn't just end the encounter). In which case the perk would be best used to deal with weaker foes that might be with the boss. A higher AP cost could work. So that they could choose to attack fewer times but with a chance to One Hit KO those extra targets on every attack.
I'm also making a note that the defensive bonus from Flight 3 and Flight 4 do not stack with the defensive bonuses from Dodging or the Counter Canter perk.
Re: Alternate Core Documents
Some time earlier, Heal was revised to not take multiple turns to apply it's effects. However, the Advanced and Expert versions still take multiple turns. I believe this is a typo.
Re: Alternate Core Documents
Kkat wrote:Two things that should be looked at:
Flash Bangs: halving weapons skills is probably too much. Would these be better as imposing just a straight -30 penalty to attacks?
Paralyzing Hoof: unarmed attacks are fast; most combatants who would have this perk would be able to make a very high number of attacks with the potential to trigger this, making it overpowered with its current chance of triggering. How would a flat 5% chance to trigger work? Another option is to increase the AP cost for attacks when attempting to use Paralyzing Hoof.
uSea also suggested:So maybe make Paralyzing Hoof not work on Red Threats?Paralyze is basically instant death on anything that it can effect. So any target that's supposed to be even a little bit hard to defeat ought to be made immune to it by the GM (so one lucky hit roll in 9 attacks doesn't just end the encounter). In which case the perk would be best used to deal with weaker foes that might be with the boss. A higher AP cost could work. So that they could choose to attack fewer times but with a chance to One Hit KO those extra targets on every attack.
I'm also making a note that the defensive bonus from Flight 3 and Flight 4 do not stack with the defensive bonuses from Dodging or the Counter Canter perk.
Given that the max skill penalty is supposed to be -30 I would go with that yes for flash grenades. I would however add a PER mod with it. At low levels though PCs will not like these changes.
As for Paralyzing hoof I would add the qualify damage must be inflicted for the attack to have a chance to paralyze. Given that unarmed is a low damage attack more often than not this should make it a bit more balanced. If a further reduction in capacity is needed specify it only works when using bare hoof weapons.
Last edited by Ghostpony on Wed Mar 05, 2014 10:30 pm, edited 1 time in total.
- Viewing_Glass
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Re: Alternate Core Documents
Giving Flash Bangs a -30 would result in them being too lethal at low levels and extremely not lethal at high levels. Note that Flash Bangs only halve the weapon skill: Bonuses from Stealth and aiming aren't halved. I would like to suggest an addition to flash bangs: That, on a failed Endurance check, the perceptions of those effected are reduced by an amount (I would say -2).Kkat wrote:Two things that should be looked at:
Flash Bangs: halving weapons skills is probably too much. Would these be better as imposing just a straight -30 penalty to attacks?
Paralyzing Hoof: unarmed attacks are fast; most combatants who would have this perk would be able to make a very high number of attacks with the potential to trigger this, making it overpowered with its current chance of triggering. How would a flat 5% chance to trigger work? Another option is to increase the AP cost for attacks when attempting to use Paralyzing Hoof.
uSea also suggested:So maybe make Paralyzing Hoof not work on Red Threats?\Paralyze is basically instant death on anything that it can effect. So any target that's supposed to be even a little bit hard to defeat ought to be made immune to it by the GM (so one lucky hit roll in 9 attacks doesn't just end the encounter). In which case the perk would be best used to deal with weaker foes that might be with the boss. A higher AP cost could work. So that they could choose to attack fewer times but with a chance to One Hit KO those extra targets on every attack.
I'm also making a note that the defensive bonus from Flight 3 and Flight 4 do not stack with the defensive bonuses from Dodging or the Counter Canter perk.
As for Paralyzing Hoof, have it not work on Red Threats. Its still a perk that only works with unarmed combat, which is sub par to all ranged combat. If you drop it to only a 5% chance to work (as it has already been nerfed once already) it shouldn't be a level 16 perk. Probably be reduced to level 6.
- SilverlightPony
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Re: Alternate Core Documents
I'd say (a) it must inflict at least 1 HP of damage, and (b) it should take slightly more AP.Kkat wrote:Paralyzing Hoof: unarmed attacks are fast; most combatants who would have this perk would be able to make a very high number of attacks with the potential to trigger this, making it overpowered with its current chance of triggering. How would a flat 5% chance to trigger work? Another option is to increase the AP cost for attacks when attempting to use Paralyzing Hoof.