Alternate Core Documents

A place to discuss any PnP (Pen and Paper) role-playing games you are working on.
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Kkat
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Re: Alternate Core Documents

Post by Kkat » Tue Mar 11, 2014 3:12 pm

Viewing_Glass wrote: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.
Ugh... that would so go against the established mechanical system for everything else in the game, and in such a messy away. You never apply additive or subtractive effects after a multiplication or division. That would be an extremely bad precedent. We should not be willing to do that. Yes, flashbangs will reduce the bonus you get for aiming or using S.A.T.S. ... as they should. And only after those bonuses have had their full effectiveness in reducing normal (subtractive) penalties.

As for cover, Flashbangs already have a better set of cover rules: characters with Hit The Deck or cover may make an Agility roll (penalty of -1 per degree of success on the attacker's Explosives roll, maximum -3) to avoid the effect.
Viewing_Glass wrote:If a pony were somehow classified as a Red-Level threat by a GM, why would Paralyzing Hoof stop working?
Because she is a Red-Level Threat. Paralyzing Hoof will not work against any Red-Level Threat. This can be justified however the GM wishes... perhaps she's just that badass; she is, you know, a RED LEVEL threat. But whatever the justification used in-game, we put that rule in there for a reason. The need for that rule hasn't changed.

However, I can see changing the rule so that Paralyzing Hoof effects Red-Level Threats, but the roll for paralysis automatically fails. That way, the attack still imposes the -20 penalty.
Viewing_Glass wrote:Paralyzing Hoof ... does NOT work on non-biological entities (such as machines and spirits).
I've added an "only affects biological opponents" line.

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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Tue Mar 11, 2014 5:38 pm

I suppose. I know it goes against the system currently, but as it stands it means having a flashbang means no combat skill will ever be over a 50. I was ok with having things like aiming give you bonuses after flashbangs worked (primarily because you were spending extra time to get off a really good shot).

And I would suggest that Red-Level threats not being paralyzed, but still suffering the -20 penalty.

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Tue Mar 11, 2014 8:01 pm

I've written Paralyzing Hoof so that it "Only affects biological opponents, and the attack automatically fails to paralyze when used against Red Threats."
Viewing_Glass wrote:but as it stands it means having a flashbang means no combat skill will ever be over a 50.
Obviously, the first thing to do is to make the Rare, if only so people don't make arguments treating them like they will be used in every combat in the history of ever.

Gah. "Flashbangs" are seriously more trouble than they are worth, especially since I don't think they are ever used in the story, and they are not from any of the Fallout games. Plus, I've looked up the actual thing, and they are nowhere near as impressive as I was imagining them. (But then, I was imagining this.) And, honestly, the existing mechanic was such a weird, unlike-anything-else mess that it really needs to be done away with. Frankly, I'd be willing to dump them entirely.

But for now, I've rewritten Flashbangs to give a flat -20 penalty to attacks (doubled if using nightvision) for two turns, with the same avoidance mechanic implemented before. And made them Rare.
Last edited by Kkat on Tue Mar 11, 2014 8:38 pm, edited 1 time in total.

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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Tue Mar 11, 2014 8:32 pm

Sticking the 'Rare' tag would probably suffice more than anything else. Any video game I've seen a flash bang used has always managed to cause some serious disruption to seeing and hearing anything for around 20 seconds though.

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Tue Mar 11, 2014 8:40 pm

Viewing_Glass wrote:Sticking the 'Rare' tag would probably suffice more than anything else. Any video game I've seen a flash bang used has always managed to cause some serious disruption to seeing and hearing anything for around 20 seconds though.
Ack! You posted that while I was editing. I talked with one of the friends you did and implemented the above solution.

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Ghostpony
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Re: Alternate Core Documents

Post by Ghostpony » Tue Mar 11, 2014 9:31 pm

Kkat wrote:
But for now, I've rewritten Flashbangs to give a flat -20 penalty to attacks (doubled if using nightvision) for two turns, with the same avoidance mechanic implemented before. And made them Rare.

-20 and rare? Well I think that effectively renders them pointless past the first few levels. If you can get them. I can understand the need to cut them back but that seems like massive overkill.

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Thanqol
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Re: Alternate Core Documents

Post by Thanqol » Wed Mar 12, 2014 8:16 am

Ghostpony wrote:-20 and rare? Well I think that effectively renders them pointless past the first few levels. If you can get them. I can understand the need to cut them back but that seems like massive overkill.
The -20 is fine. That's 20% protection against all attacks in exchange for 25AP! It's certainly better than what it was before where I deliberately didn't use them because they weren't sporting. The Rare is overkill, though, they're a complicated enough tradeoff at that level to make it unnecessary.

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Wed Mar 12, 2014 11:13 am

I've removed Rare from Flashbangs. It did seem overkill.

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Seraph-Colak
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Re: Alternate Core Documents

Post by Seraph-Colak » Mon Mar 17, 2014 3:32 am

With multiple weapons it gives you a 20% penalty when attacking a target with two weapons at once. What if i'm using 3? Or 4? Or 25?

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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Tue Mar 18, 2014 4:28 am

You can only attack with two weapons. Not more. You can hold more (like in TK) but only attack with two.

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