New earth pony perks

A place to discuss any PnP (Pen and Paper) role-playing games you are working on.
Godna
Posts: 112
Joined: Sun May 13, 2012 4:53 pm

Re: New earth pony perks

Post by Godna » Sun Sep 21, 2014 11:30 pm

I've also played an absurd number of unicorns...and honestly you always got the biggest bang for you buck perk wise investing in magic. Why put points in lock picking when I've got my choice of either Sculpt or Phase. Who needs points in moving fast when I can teleport within eyesight...and god forbid you get to higher levels. I was burning strain for shiggles.

Want to do the highest damage? Do what kkat does as Artfrica and twinlink battle saddles and enchant the gun AND the ammo.

Want to invalidate an encounter grab shield and take the might spell perk...enjoy locking the enemy up.

See a REALLY cool broken thingy the DM isn't letting you fix...grab Remake and you're gold for POT hours. Wanna be silly grab Alter physiology and break stat caps. It is not too difficult to have a unicorn that can do most things without an issue.

Don't want to spend all your perks? Just use manipulation as the school. Grab Teleport, phase, and come to life. No investiment in Int needed stick with 5 int and you're fine.

...,but hey what would I know :pipshrug:

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Viewing_Glass
Posts: 454
Joined: Wed Jul 25, 2012 8:02 pm

Re: New earth pony perks

Post by Viewing_Glass » Thu Sep 25, 2014 3:06 pm

See, I disagree on that aspect. You shouldn't be able to enchant the guns and the ammo. Otherwise you end up with the insanity of doing 300-400 points of damage in a round... with tier 2 weapons. But that's a different story.

Magic has its problems and they are being worked on. Cybernetics perks should be generally available (perhaps at a higher level for other races) and some high level EP only perks put in.

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