Alternate Core Documents
- Viewing_Glass
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Re: Alternate Core Documents
Keep in mind, what I was talking about was attacking with two weapons. A character can wield more than that (Such as holding a weapon in a mouth, tail, and hoof, or with TK, or wingblades, etc). They just may take penalties if the weapon is unwieldy.
Again: I believe it is only noted that you can attack with two weapons at a given time. You can have as many out as you want (and can reasonably keep a grip on).
Again: I believe it is only noted that you can attack with two weapons at a given time. You can have as many out as you want (and can reasonably keep a grip on).
Re: Alternate Core Documents
Couple questions in regards to aiming or the Precise Strike/Shot.
1. Since a dual wielded attack is considered two attacks for one AP cost at -20 skill roll, does aiming require me to spend one AP aiming each weapon when dual wielding weapons? What about linked battle saddle weapons?
2. Can we aim spells? While offensive spells could be considered attacks, could we aim other spells that target other creatures but might not be considered attacks (the anesthetic spell comes to mind.) What about advanced combat actions such as disarming or tackles?
1. Since a dual wielded attack is considered two attacks for one AP cost at -20 skill roll, does aiming require me to spend one AP aiming each weapon when dual wielding weapons? What about linked battle saddle weapons?
2. Can we aim spells? While offensive spells could be considered attacks, could we aim other spells that target other creatures but might not be considered attacks (the anesthetic spell comes to mind.) What about advanced combat actions such as disarming or tackles?
- TyrannisUmbra
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Re: Alternate Core Documents
I'm pretty sure it's noted /somewhere/ that spells that have a target that needs to be rolled to hit, you can aim themDT3055 wrote:Couple questions in regards to aiming or the Precise Strike/Shot.
1. Since a dual wielded attack is considered two attacks for one AP cost at -20 skill roll, does aiming require me to spend one AP aiming each weapon when dual wielding weapons? What about linked battle saddle weapons?
2. Can we aim spells? While offensive spells could be considered attacks, could we aim other spells that target other creatures but might not be considered attacks (the anesthetic spell comes to mind.) What about advanced combat actions such as disarming or tackles?
Primary IRC nicks: TyrannisUmbra, Silver_Wing
Current PNP characters: <Non-FoE Only>
Current PNP characters: <Non-FoE Only>
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Re: Alternate Core Documents
That's a good question DT3055, never had aimed spells come up before.
- Viewing_Glass
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Re: Alternate Core Documents
You can aim a spell (using the rules for Precise shots). However, targeting a limb does nothing with a spell. A spell's damage is divided equally and done to all parts of the body.
- KageRyuuUji
- Posts: 1
- Joined: Sun Apr 13, 2014 5:34 pm
Re: Alternate Core Documents
Your shotguns could really use some love and attention. Not so much with the slugs by the shot shells themselves certainly could. This is in regards to Fallout: Equestria Weapons - TenMihara House Copy, not Tier arranged Fo3/NV Weapon List.
Each pellet from a 20 Gauge Shell, assuming you're using #3 Buck shot (the 2nd largest buck shot available for 20 gauge, and the most popular), has energy comparable to a .22 LR, of which there are 20. Now assuming you're using something similar to your full auto's expend twice as much ammo as your ROF, you'd wind up with something more akin to 8(1d10) or possibly 8(4+1d6). While each of the pellets from a 12 gauge shot shell, assuming you're using 00 Buckshot which has 9 pellets and is one of the more popular rounds, has energy comparable to a 9mm, or in all the power of 4 .45 ACP rounds, so should look more like 12(1d9) or 12(3+1d6), if you pull the same miss half your shots on full auto as I did with the 20g with the 12g you wind up with a much weaker weapon. While 8 Gauge, I haven't the foggiest, but the volume of a 3 1/2" 8 gauge shell I found online has roughly 55% more volume then a 2 3/4" the 12 gauge, so either damage or pellet count should be increased by about as much, so maybe something like 18(3+1d6) or 12(2+2d6), maybe even a combination of the two? 15(2d6)? The first which is a raw damage increase unsurprisingly increases average damage by 50% compared to the 12g, while the other two suggestions increase it by about 25%.
Lot to read I know, so my suggestions are repeated down below without all the explanation.
20 Gauge: 8(4+1d6)
12 Gauge: 12(3+1d6)
8 Gauge: 18(3+1d6) or 12(2+2d6) or 15(2d6)
Each pellet from a 20 Gauge Shell, assuming you're using #3 Buck shot (the 2nd largest buck shot available for 20 gauge, and the most popular), has energy comparable to a .22 LR, of which there are 20. Now assuming you're using something similar to your full auto's expend twice as much ammo as your ROF, you'd wind up with something more akin to 8(1d10) or possibly 8(4+1d6). While each of the pellets from a 12 gauge shot shell, assuming you're using 00 Buckshot which has 9 pellets and is one of the more popular rounds, has energy comparable to a 9mm, or in all the power of 4 .45 ACP rounds, so should look more like 12(1d9) or 12(3+1d6), if you pull the same miss half your shots on full auto as I did with the 20g with the 12g you wind up with a much weaker weapon. While 8 Gauge, I haven't the foggiest, but the volume of a 3 1/2" 8 gauge shell I found online has roughly 55% more volume then a 2 3/4" the 12 gauge, so either damage or pellet count should be increased by about as much, so maybe something like 18(3+1d6) or 12(2+2d6), maybe even a combination of the two? 15(2d6)? The first which is a raw damage increase unsurprisingly increases average damage by 50% compared to the 12g, while the other two suggestions increase it by about 25%.
Lot to read I know, so my suggestions are repeated down below without all the explanation.
20 Gauge: 8(4+1d6)
12 Gauge: 12(3+1d6)
8 Gauge: 18(3+1d6) or 12(2+2d6) or 15(2d6)
- Viewing_Glass
- Posts: 454
- Joined: Wed Jul 25, 2012 8:02 pm
Re: Alternate Core Documents
So, as a suggestion for falling unconscious: It has a been brought to my attention that, with a dedicated medic, it is possible to never die via the 'You have Endurance turns before death' rules. Even if you are dropped several times over a given day. As this is really weird, I'd like to suggest the following change:
You have a number of turns of dying equivalent to END rounds per day. These rounds are refreshed after you have 8 hours of sleep.
This should make combat slightly more threatening.
You have a number of turns of dying equivalent to END rounds per day. These rounds are refreshed after you have 8 hours of sleep.
This should make combat slightly more threatening.
Re: Alternate Core Documents
The "Amanuensis" perk has been removed. It has been replaced with "Giving 120%". The Giving 120% perk is open for playtesting. Let us know what you think of it and how it works out.
Re: Alternate Core Documents
KageRyuuUji
I'm confused, what's with the 8(4+1d6)? How is that any different than 12(1d6)? Perhaps something more like this: 8(2*1d6)20 Gauge: 8(4+1d6)
12 Gauge: 12(3+1d6)
8 Gauge: 18(3+1d6) or 12(2+2d6) or 15(2d6)
- TyrannisUmbra
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Re: Alternate Core Documents
8 is the number of pellets, and 4+1d6 is the damage of each pellet.
Primary IRC nicks: TyrannisUmbra, Silver_Wing
Current PNP characters: <Non-FoE Only>
Current PNP characters: <Non-FoE Only>