Alternate Core Documents
- f1r3w4rr10r
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Re: Alternate Core Documents
So any more ideas on the crit chance for SPECIAL roles?
Also I wanted ask another thing. Since I am reworking the automated character sheet right now, I have come across the issue of armor class affecting movement. It just was in the previous sheets, but now that I look at the rules again, I can't find anything like that. Has that been removed or am I just not finding it?
...And now I am thinking of changing the armor class system from the current Light/Medium/Heavy to the old number based system...curse my overactive brain...
Also I wanted ask another thing. Since I am reworking the automated character sheet right now, I have come across the issue of armor class affecting movement. It just was in the previous sheets, but now that I look at the rules again, I can't find anything like that. Has that been removed or am I just not finding it?
...And now I am thinking of changing the armor class system from the current Light/Medium/Heavy to the old number based system...curse my overactive brain...
- Viewing_Glass
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Re: Alternate Core Documents
Uh... check the Tier item list. Should be in the armor rules.
- f1r3w4rr10r
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Re: Alternate Core Documents
Ah yes, now I see it. It should probably still at least be mentioned in the main doc.
And I guess the "reduces movement by 1 (sprinting by 2)" means yards...
Further, are jumping and climbing affected in any way? So far I only applied it to Regular, Charging, Sprinting and the Flying versions thereof.
I also noticed, that power armor doesn't hinder movement in any way. I don't know if that's what we really want.
Also: Happy Birthday, Kkat!
And I guess the "reduces movement by 1 (sprinting by 2)" means yards...
Further, are jumping and climbing affected in any way? So far I only applied it to Regular, Charging, Sprinting and the Flying versions thereof.
I also noticed, that power armor doesn't hinder movement in any way. I don't know if that's what we really want.
Also: Happy Birthday, Kkat!
- TyrannisUmbra
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Re: Alternate Core Documents
Since it's in the equipment doc, any alternative equipment docs don't use it. You should put some kind of opt-in box in your automatic sheet.f1r3w4rr10r wrote:Ah yes, now I see it. It should probably still at least be mentioned in the main doc.
And I guess the "reduces movement by 1 (sprinting by 2)" means yards...
Further, are jumping and climbing affected in any way? So far I only applied it to Regular, Charging, Sprinting and the Flying versions thereof.
I also noticed, that power armor doesn't hinder movement in any way. I don't know if that's what we really want.
Also: Happy Birthday, Kkat!
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Current PNP characters: <Non-FoE Only>
- f1r3w4rr10r
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Re: Alternate Core Documents
But this Equipment sheet is kinda the official one, isn't it? I mean we already have a completely separate character sheet for Mad_Modd's rules.
- SilverlightPony
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Re: Alternate Core Documents
It's the primary one. It's not the only one. Heck, the rules specifically mention that players/GMs wanting more variety or whatever can use TenMihara's items doc (which I much prefer over Mad Modd's doc anyway).
- TyrannisUmbra
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Re: Alternate Core Documents
Equipment is pretty much the #1 thing people use alternate docs for. TenMihara's doc is listed explicitly in the rules as an alternative to the tiered list, and I know some groups that use Mad Modd's equipment list without using his ruleset, thus making the sheet for his rules incompatible with the ruleset they use.f1r3w4rr10r wrote:But this Equipment sheet is kinda the official one, isn't it? I mean we already have a completely separate character sheet for Mad_Modd's rules.
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- f1r3w4rr10r
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Re: Alternate Core Documents
The interesting thing though, is that Mad_Modd's item list still works with the default rules. It even still works with our equipment list. But yeah anyway, this time we actually built the character sheet in way that allows people to easily fit them to their own rules without having to change the formulas.
Re: Alternate Core Documents
Rules Modifications!
Earth Ponies now get one additional bonus perk every five levels (6th, 11th, 16th, etc) which they can use to take any perk with a level requirement no higher than half their level (rounded up) that they otherwise qualify for.
New Paralyzing Hoof perk: You can now perform a Special Attack when fighting with Bare Hooves. This attack costs 40 AP, does normal damage, and has a chance equal to (15 + Agility)% to paralyze the target for 3 turns. If the attack fails to paralyze the target, the target instead suffers a -20 penalty to skill checks and a -2 penalty to Agility checks for 3 turns. (Penalties from multiple attacks to not stack.)
Earth Ponies now get one additional bonus perk every five levels (6th, 11th, 16th, etc) which they can use to take any perk with a level requirement no higher than half their level (rounded up) that they otherwise qualify for.
New Paralyzing Hoof perk: You can now perform a Special Attack when fighting with Bare Hooves. This attack costs 40 AP, does normal damage, and has a chance equal to (15 + Agility)% to paralyze the target for 3 turns. If the attack fails to paralyze the target, the target instead suffers a -20 penalty to skill checks and a -2 penalty to Agility checks for 3 turns. (Penalties from multiple attacks to not stack.)
- Viewing_Glass
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Re: Alternate Core Documents
After some careful consideration of the Flashbangs, I think we accidentally buffed it. I would like to propose the following change: That halving occurs after penalties are taken into consideration, but before bonuses are added. In addition, should cover be available, those who would be effected get an AGI check at a -3 to duck behind it and avoid the effects. Those with Hit the Deck get an AGI check at no penalty.
As an added note, a few friends of mine were talking about paralyzing hoof, and we came to the realization: If a pony were somehow classified as a Red-Level threat by a GM, why would Paralyzing Hoof stop working? I mean, it works on their buddy over their, but not on that guy... its an oddity. So, a new suggestion:
Paralyzing Hoof has half the chance (rounded up) to normally work on Red-Level threats, and does NOT work on non-biological entities (such as machines and spirits).
As an added note, a few friends of mine were talking about paralyzing hoof, and we came to the realization: If a pony were somehow classified as a Red-Level threat by a GM, why would Paralyzing Hoof stop working? I mean, it works on their buddy over their, but not on that guy... its an oddity. So, a new suggestion:
Paralyzing Hoof has half the chance (rounded up) to normally work on Red-Level threats, and does NOT work on non-biological entities (such as machines and spirits).