Rating System Rules
Re: Rating System Rules
hi hi
I have added some clarifications in the rules about the types of grips that different personal scale weapons have. They are now divided into, Full, Single, and Dual. A hand counts as a Single hold. Two hands counts as a Full or a Dual hold. A mouth counts as a Single or a Full hold. Two forehooves counts as a Single hold. Bracing against the terrain may count as a second single hold, if the character is stationary.
Characters that are walking on their hindlegs receive a penalty to their movement speed. (Like when they are holding something in their forehooves.)
Also, a list of optional vehicle perks has been added to the traits list. These are intended mostly for people who have reached the experience cap for their character, but can also be used as quest rewards by GMs. Vehicle perks revolve mostly around Luck, as changing a vehicle's stats themselves may drastically change the nature of the vehicle itself.
I have added some clarifications in the rules about the types of grips that different personal scale weapons have. They are now divided into, Full, Single, and Dual. A hand counts as a Single hold. Two hands counts as a Full or a Dual hold. A mouth counts as a Single or a Full hold. Two forehooves counts as a Single hold. Bracing against the terrain may count as a second single hold, if the character is stationary.
Characters that are walking on their hindlegs receive a penalty to their movement speed. (Like when they are holding something in their forehooves.)
Also, a list of optional vehicle perks has been added to the traits list. These are intended mostly for people who have reached the experience cap for their character, but can also be used as quest rewards by GMs. Vehicle perks revolve mostly around Luck, as changing a vehicle's stats themselves may drastically change the nature of the vehicle itself.
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Re: Rating System Rules
Looking into the rules for Vehicles I noticed you can make a Large capital class Vehicle that runs off of ponypower, that is insane.
Re: Rating System Rules
hi hi
It may be insane from a human perspective, but remember that this is the magical land of Equestria, where winged creatures can break the sound barrier and a squad of 4 earth ponies can pull an entire train at high speed over long distances.
A single typical diesel locomotive can pull over 12,000 tons at speed. 8.75 such locomotives could pull the weight of a fully loaded Nimitz class aircraft carrier. So, if 4 ponies can pull a fully loaded train, a team of 35 ponies may be capable of pulling a large capital class vehicle.
This is actually only one or two steps removed from reality, where people and horses did in fact pull capital ships and trains in the past. The primary difference being that in reality, they did not do so quickly. However, it is important to note that un-powered vehicle stats still cost against the vehicle's design.
I use the justification that some parts of the vehicle's design -such as passive enchantments and mechanical advantage- will assist those pulling, but any justification will work. (However, GM's tend to have the final say when it comes to newly created vehicles and gear, so if a GM does not like that idea, they can disallow pony powered capital ships.)
It may be insane from a human perspective, but remember that this is the magical land of Equestria, where winged creatures can break the sound barrier and a squad of 4 earth ponies can pull an entire train at high speed over long distances.
A single typical diesel locomotive can pull over 12,000 tons at speed. 8.75 such locomotives could pull the weight of a fully loaded Nimitz class aircraft carrier. So, if 4 ponies can pull a fully loaded train, a team of 35 ponies may be capable of pulling a large capital class vehicle.
This is actually only one or two steps removed from reality, where people and horses did in fact pull capital ships and trains in the past. The primary difference being that in reality, they did not do so quickly. However, it is important to note that un-powered vehicle stats still cost against the vehicle's design.
I use the justification that some parts of the vehicle's design -such as passive enchantments and mechanical advantage- will assist those pulling, but any justification will work. (However, GM's tend to have the final say when it comes to newly created vehicles and gear, so if a GM does not like that idea, they can disallow pony powered capital ships.)
Re: Rating System Rules
hi hi
I've been working on a somewhat simplified version of the rating 5 system rules, inspired by Fallout 4. Skills are completely gone, and lots of other things are simplified, like crits and radiation. There's also a lot of polish on the old rules that I had been making for a different setting, which has carried over. The only catch is that gear, and gear creation is going to need to be reworked, and that is still a work in progress. (Perks are still a work in progress too, but I'm getting close)
The 4.0 Rules Index
I will have a full module ready to post when I get things a little more ironed out.
I've been working on a somewhat simplified version of the rating 5 system rules, inspired by Fallout 4. Skills are completely gone, and lots of other things are simplified, like crits and radiation. There's also a lot of polish on the old rules that I had been making for a different setting, which has carried over. The only catch is that gear, and gear creation is going to need to be reworked, and that is still a work in progress. (Perks are still a work in progress too, but I'm getting close)
The 4.0 Rules Index
I will have a full module ready to post when I get things a little more ironed out.
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Re: Rating System Rules
I think I may have missed something here. Because I am interested in this topic.
Fashion bubble football : soccer bubble
Re: Rating System Rules
hi hi
Well, you're in luck. Nothing has been deleted from this topic.
Well, you're in luck. Nothing has been deleted from this topic.
Re: Rating System Rules
hi hi
Some minor changes to the way re-assigning values works. Rather than 5 per session, which ended up being rather arbitrary, the player can reassign points when they gain experience, up to the amount of experience gained. (But does not spend the experience.)
I think this better represents the kinds of lessons learned that would necessitate a re-ordering of one's beliefs, without being terribly more complicated. Perhaps it is even easier to use a number right in front of you, than to look up a static value in the rules.
Some minor changes to the way re-assigning values works. Rather than 5 per session, which ended up being rather arbitrary, the player can reassign points when they gain experience, up to the amount of experience gained. (But does not spend the experience.)
I think this better represents the kinds of lessons learned that would necessitate a re-ordering of one's beliefs, without being terribly more complicated. Perhaps it is even easier to use a number right in front of you, than to look up a static value in the rules.
Re: Rating System Rules
hi hi
CaptainHoers was awesome enough to create a boiled down version of the Rating System, and share the results with me. I'm adding this to the rules list, as it is somewhere between some extensive house rules, and an entirely revised version.
Fallout Equestria RPG: Dead /foe/ts Society edition
It is a much simpler sort of system that puts my clumsy presentation skills to shame. If you ever tried to give my rules a read but were left confused, I recommend giving this a look, and I'm sure you'll agree it is much easier to follow.
CaptainHoers was awesome enough to create a boiled down version of the Rating System, and share the results with me. I'm adding this to the rules list, as it is somewhere between some extensive house rules, and an entirely revised version.
Fallout Equestria RPG: Dead /foe/ts Society edition
It is a much simpler sort of system that puts my clumsy presentation skills to shame. If you ever tried to give my rules a read but were left confused, I recommend giving this a look, and I'm sure you'll agree it is much easier to follow.