Alternate Core Documents

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Dimestream
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Re: Alternate Core Documents

Post by Dimestream » Thu Mar 06, 2014 9:53 pm

I'm glad there's a little agreement. Earth Ponies aren't just placing third in the pony ranking, they're placing fifth, behind Zebras and griffins as to overall usefulness. :ajbemused:

VG raises a good point though: As much as everyone has their own preferences, there are still going to be some inherent differences between the races. Flying, for one, is incredibly powerful, and adding the upper-tier Pegasus tricks gets nutty in a hurry (like a squirrel on caffeine). Griffins less so but still have a significant advantage against the groundbound (immunity to unarmed and melee spring immediately to mind). What I thought was the overwhelming versatility of unicorns is hampered by a frustratingly perk-heavy spell learning system. Zebras don't have a defined martial arts path (nor do I think they need more than the perks that exist, but others disagree).

I'll take some time this evening to write up what I think is an overall race adjustment, pulling from Modd's, VG's, and Kkat's ideas, and get back to you tomorrow. My initial thought is to let Zebras take melee/unarmed req perks at two levels lower so they can build their own martial arts style, and also to look at decreasing the perk intensiveness of learning spells by taking a poke at Viewing_Glass's Unicorn Spell Learning system.
Last edited by Dimestream on Thu Mar 06, 2014 10:38 pm, edited 1 time in total.

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Thu Mar 06, 2014 10:02 pm

Unfortunately, considering its prominent use in the book, I can't see removing Paralyzing Hoof entirely. (Remember, Xenith uses it to dramatic effect in The Pit.) Trying to balance it more is definitely desirable (although Dimestream's fear of nerfing it into uselessness is a concern). Perhaps making it a special attack, as Dance Explosion suggests, with a significant AP cost? (I'm thinking a base 40 AP, as any unarmed attacker will be reducing that to 35 AP with Gladiator Pony.) With that, we could keep it's chance to succeed high, although I would want to alter the current chance. (Ilushia and I ran into the issue with pure multiples creating too vast a gulf when dealing with spell damages, and the same mechanical ideal we used to fix spells could be applied here: if Paralyzing Hoof is a special attack, make the chance of success 15 + Agility.)

Is an extra roll to avoid the attack, or a penalty to the attack, actually necessary? This is already an unarmed attack, and unarmed is inherently a more difficult and dangerous combat style -- I would suggest the fact that the defender can attempt to parry the attack is already a sufficient counter.

Other options: should the special attack deal less or even no damage? Or, conversely, be required to do at least a point of damage in order to be effective?
Dimestream wrote:I believe this is a needed nudge into the running with the diversity of spells and pegasus tricks, isn't a huge change, and doesn't hurt the EP flavor or pigeonhole characters into one archetype. Thoughts?
I really like the idea, and barring any good arguments against it, I'd like to implement this promptly. I even like the spread, as the Earth Pony gets a bonus perk at first level, and then every five levels after that.

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Thu Mar 06, 2014 10:33 pm

Viewing_Glass wrote: I like it! Just keep in mind that a skill can not be reduced below a character's luck (which I think is noted somewhere).

In addition, it should be noted that a Flash Bang only effects targets within the initial radius, and targets at the edge of the radius (or with Hit The Deck), cover permitting, should get an AGI check to get behind cover and avoid the effects of the Flash Bang.

Quick question: What is the AOE of a Knockout Gas Grenade? It isn't listed (I was thinking the same as a smoke bomb, with targets only getting affected if they are in the initial AoE).
Knockout Grenades need a special AoE mechanic. Unlike any other sort of grenade, they are gas, and gas will expand to fill the room. However, if outside or in a large enough space, the gas will simply disperse until it loses all potency. Winds and other conditions will also effect the dispersion to the point that a gas grenade's effectiveness outdoors vs indoors can be radically different. I've worked up a first draft effect and added it to the document, as well as making the adjustment to Flash Bangs.
Viewing_Glass wrote:Hrm... I like it. Notably, I think this will bring some balance to Unicorns and Earth Ponies (with a change or two necessary to Unicorns yet to go) that will make the system more fun for all involved. Pegasi, though... they need a serious look at. I still don't feel a comfortable throwing a group of pegasus against a party, and that feeling only gets worse as the pegasi get higher in level. This also applies, to a lesser extant, to griffins.
Honestly, I haven't seen any need for more balance to the unicorns, and I'm unconvinced that pegasi (much less griffins) actually need any significant changes. However, that will be explored more in the campaigns we are running, and changes can be made if extended gameplay reveals issues.
Last edited by Kkat on Thu Mar 06, 2014 10:39 pm, edited 3 times in total.

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Re: Alternate Core Documents

Post by SilverlightPony » Thu Mar 06, 2014 10:34 pm

[EDIT]
Nevermind, I'm a derp.
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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Thu Mar 06, 2014 10:38 pm

Kkat wrote:Unfortunately, considering its prominent use in the book, I can't see removing Paralyzing Hoof entirely. (Remember, Xenith uses it to dramatic effect in The Pit.) Trying to balance it more is definitely desirable (although Dimestream's fear of nerfing it into uselessness is a concern). Perhaps making it a special attack, as Dance Explosion suggests, with a significant AP cost? (I'm thinking a base 40 AP, as any unarmed attacker will be reducing that to 35 AP with Gladiator Pony.) With that, we could keep it's chance to succeed high, although I would want to alter the current chance. (Ilushia and I ran into the issue with pure multiples creating too vast a gulf when dealing with spell damages, and the same mechanical ideal we used to fix spells could be applied here: if Paralyzing Hoof is a special attack, make the chance of success 15 + Agility.)
Keep in mind that we can't necessarily depend on a pony taking another perk when we balance this (with the exception of certain perks that require more than one rank, or have a prerequisite). Leave it at 35 AP (More than 1/3 of an unarmed combatants AP, even with a 10 AGI.). If they take gladiator pony, huzzah, they get a benefit on this attack. If not, it still is left at an intensive AP cost...
Kkat wrote:Is an extra roll to avoid the attack, or a penalty to the attack, actually necessary? This is already an unarmed attack, and unarmed is inherently a more difficult and dangerous combat style -- I would suggest the fact that the defender can attempt to parry the attack is already a sufficient counter.
I feel it is, as five rounds of paralysis is pretty much an instant kill. I mean, can you imagine an ability like this at range? In fact, unicorns have a way to reliably do this already at level 14 with an Elemental Strike: Lightning (requiring the expert version of the spell to do so). And the target gets a flat Luck roll to resist the paralysis. As you have pointed out, unarmed is an inherently harder to pull off... giving the target a varied END or AGI check (which ever is higher) at the penalties I've listed makes the perk shiny while keeping it in the theme of only making a couple of fairly solid hits.
Kkat wrote: Other options: should the special attack deal less or even no damage? Or, conversely, be required to do at least a point of damage in order to be effective?
Actually, again referencing the story, Xenith referenced that her style did not work well with weapons. Perhaps require that a paralyzing hoof attack, along with the above things I have noted, requires you to make an attack with a bare hoof. It doesn't have to deal damage to a target (cause she manages to do it, even through power armor). This makes the attack a truly disabling strike without causing a large amount of damage.
Kkat wrote:
Dimestream wrote:I believe this is a needed nudge into the running with the diversity of spells and pegasus tricks, isn't a huge change, and doesn't hurt the EP flavor or pigeonhole characters into one archetype. Thoughts?
I really like the idea, and barring any good arguments against it, I'd like to implement this promptly. I even like the spread, as the Earth Pony gets a bonus perk at first level, and then every five levels after that.
I have changed my mind on this and agree wholeheartedly with this change.

As for Knockout Gas Grenades, I would suggest the AoE(10). If you are in the first increment, (unless you are in Environmentally sealed armor) you must make a poison resist roll or be suffering from the effects of the poison. For every increment outside of the first, you make a poison resist roll at a +10 bonus. Thus, if you are in the fourth range increment, you get a roll at +30.

In an enclosed space, the gas will eventually fill the room. Every round, on the creature who threw the grenade's turn, the first range increment of the gas will increase by 10 feet. After 5 rounds, the grenade stops exuding gas, but the gas takes 1 minute (or a steady breeze, with an exit, as per the Buffet Pegasus Trick) for the gas to be dispersed/degrade. In an outdoor environment, the gas is subject to winds as per a smoke cloud is.

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Thu Mar 06, 2014 10:46 pm

Viewing_Glass wrote:Keep in mind that we can't necessarily depend on a pony taking another perk when we balance this (with the exception of certain perks that require more than one rank, or have a prerequisite). Leave it at 35 AP (More than 1/3 of an unarmed combatants AP, even with a 10 AGI.). If they take gladiator pony, huzzah, they get a benefit on this attack. If not, it still is left at an intensive AP cost...
True, but I would compare the effect to a spell, which initially has an AP cost of 45. Or, alternately, being equivalent of the +25 AP cost of the Special Attack for scythes, Grim Harvest. I would argue that 40 is a fair AP cost and 35 is a great huzzah. Whereas 35 is edging on too low and 30 pushing broken.
Viewing_Glass wrote:I feel it is, as five rounds of paralysis is pretty much an instant kill. I mean, can you imagine an ability like this at range? In fact, unicorns have a way to reliably do this already at level 14 with an Elemental Strike: Lightning (requiring the expert version of the spell to do so). And the target gets a flat Luck roll to resist the paralysis. As you have pointed out, unarmed is an inherently harder to pull off... giving the target a varied END or AGI check (which ever is higher) at the penalties I've listed makes the perk shiny while keeping it in the theme of only making a couple of fairly solid hits.
I can see the argument, although I am unconvinced. I need to hear a few more arguments either way before making a decision on that. (BTW: three rounds, and yes it is still an instant kill.)
Actually, again referencing the story, Xenith referenced that her style did not work well with weapons. Perhaps require that a paralyzing hoof attack, along with the above things I have noted, requires you to make an attack with a bare hoof. It doesn't have to deal damage to a target (cause she manages to do it, even through power armor). This makes the attack a truly disabling strike without causing a large amount of damage.

I like this idea.

Right now, I'm seeing Paralyzing Hoof as giving the character an additional Special Attack for Bare Hooves that is 40 AP and gives a 15+Agility chance to paralyze the target for 3 turns (cannot effect Red Threats). That seems... pretty balanced.
Viewing_Glass wrote:As for Knockout Gas Grenades, I would suggest the AoE(10). If you are in the first increment, (unless you are in Environmentally sealed armor) you must make a poison resist roll or be suffering from the effects of the poison. For every increment outside of the first, you make a poison resist roll at a +10 bonus. Thus, if you are in the fourth range increment, you get a roll at +30.
Interesting. I'm going to merge this with what I've already written up to create a superior mechanic.
Last edited by Kkat on Thu Mar 06, 2014 10:59 pm, edited 5 times in total.

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Dimestream
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Re: Alternate Core Documents

Post by Dimestream » Thu Mar 06, 2014 10:49 pm

Kkat wrote: Other options: should the special attack deal less or even no damage? Or, conversely, be required to do at least a point of damage in order to be effective?
I'd say this is a reasonable requirement, otherwise you can stun the giant ancient dragon by punching it with a bare hoof. Though I suppose that's already taken care of by 'doesn't work on red threats.'

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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Thu Mar 06, 2014 11:25 pm

Kkat wrote: Right now, I'm seeing Paralyzing Hoof as giving the character an additional Special Attack for Bare Hooves that is 40 AP and gives a 15+Agility chance to paralyze the target for 3 turns (cannot effect Red Threats). That seems... pretty balanced.
Hrm... what if it added a small penalty to the target, even if the attack failed to cause paralysis? Such as, for three rounds, a -20 to all skills for three rounds? Makes the attack worth using, even if only, on average, 1 in 5 succeed to paralyze?

BlasTech
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Re: Alternate Core Documents

Post by BlasTech » Fri Mar 07, 2014 12:07 am

Uh, hey folks. Had a question about the rules and was hoping to get it answered here.

Basically, can someone please walk me through how to make attacks with Arcane Blast at the Advanced and Expert spell levels? I've read through the rulebook but I'm still confused as to the mechanics, particularly the bits surrounding Rate of Fire. For simplicity's sake, assume a unicorn with POT and VER of 5.

A few key questions.
  • Does getting a RoF make the spell the equivalent of an automatic weapon?
  • What kind of attacks can be done with it? (Suppression, Full Auto, Burst, Single Shot etc?) and does this change between Advanced and Expert?
  • How much strain does it cost to do these attacks?
Thanks in advance for help.

PS: If this isn't the place to ask this sort of question, can someone please point me to where to ask it!

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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Fri Mar 07, 2014 12:15 am

BlasTech wrote:Uh, hey folks. Had a question about the rules and was hoping to get it answered here.

Basically, can someone please walk me through how to make attacks with Arcane Blast at the Advanced and Expert spell levels? I've read through the rulebook but I'm still confused as to the mechanics. For simplicity's sake, assume a unicorn with POT and VER of 5.

A few key questions.
  • Does getting a RoF make the spell the equivalent of an automatic weapon?
  • What kind of attacks can be done with it? (Suppression, Full Auto, Burst, Single Shot etc?) and does this change between Advanced and Expert?
  • How much strain does it cost to do these attacks?
Thanks in advance for help.

PS: If this isn't the place to ask this sort of question, can someone please point me to where to ask it!
It does make the spell count as an automatic weapon (taking all the appropriate penalties for full auto and burst).
I don't think you can make Suppression attacks, but you can make Full Auto, Burst, and Single Shot.
It costs the strain cost of the spell. So: Basic is 10 Strain, Advance is 15, and Expert is 25.

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