Group 4: Tea Parties are Magic (also Mage logs)

A place to discuss any PnP (Pen and Paper) role-playing games you are working on.
Post Reply
User avatar
TenMihara
Posts: 175
Joined: Tue Jan 03, 2012 8:27 pm

Re: FoE PnP Goes Forth (Group 4)

Post by TenMihara » Fri Feb 03, 2012 4:50 pm

uSea wrote:A perk each level seems too powerful. The only Fallout game to do so was Fo3.

TenMihara - Gnash's Cha of 1 will prove quite problematic. That's fillies-screaming-in-the-streets, angry-mobs-with-flaming-torches-chasing-you-out-of-town levels of bad charisma.
Do you think you could raise it to 3 please? Otherwise it'll be hard to interact with NPCs.
Well, Gnash was never meant to be a pleasant person to be around, but given the perks I chose to give up, I think I can switch things around enough for a 3 CHA

mimezinga
Posts: 155
Joined: Thu Oct 20, 2011 3:29 am

Re: FoE PnP Goes Forth (Group 4)

Post by mimezinga » Fri Feb 03, 2012 5:02 pm

Meet Cerberus, or Berry! A hellhound trapped in the body of a blankflank filly with the voice of a chippette

https://docs.google.com/spreadsheet/ccc ... iUWc#gid=0

User avatar
uSea
Posts: 190
Joined: Mon Jan 09, 2012 6:39 pm

Re: FoE PnP Goes Forth (Group 4)

Post by uSea » Fri Feb 03, 2012 5:14 pm

I've been thinking about Gnash's trait.
1.2x damage on all Melee or Unarmed attacks, but Critial hits do 60% less damage

Seems too powerful and would result in combats taking longer to resolve since we have to start multiplying the damage values.
Especially since an Unarmed attack is only about 15AP so you could easily be getting 4-5 of them off a turn.

What do you think of:
+d10 Unarmed/Melee damage, when you crit only the base damage is doubled (not the d10's)

User avatar
DiceArt
Posts: 84
Joined: Sat Oct 22, 2011 4:07 pm
Location: Coming soon to a theater near you!
Contact:

Re: FoE PnP Goes Forth (Group 4)

Post by DiceArt » Fri Feb 03, 2012 5:24 pm

Figured the Good Nature trait fits with my character's build so that's what I chose.

User avatar
uSea
Posts: 190
Joined: Mon Jan 09, 2012 6:39 pm

Re: FoE PnP Goes Forth (Group 4)

Post by uSea » Fri Feb 03, 2012 5:36 pm

>DiceArt
Good Nature works just fine.

User avatar
GreenBank
Posts: 130
Joined: Tue Dec 13, 2011 5:33 pm
Contact:

Re: FoE PnP Goes Forth (Group 4)

Post by GreenBank » Fri Feb 03, 2012 7:39 pm

Okay, second go, somepony to patch everypony else back together. And maybe steal some stuff.

https://docs.google.com/spreadsheet/ccc ... Vl0VGp4akE

User avatar
Fallen_Kaisar
Posts: 24
Joined: Fri Nov 18, 2011 1:03 am

Re: FoE PnP Goes Forth (Group 4)

Post by Fallen_Kaisar » Fri Feb 03, 2012 10:07 pm


User avatar
TenMihara
Posts: 175
Joined: Tue Jan 03, 2012 8:27 pm

Re: FoE PnP Goes Forth (Group 4)

Post by TenMihara » Sat Feb 04, 2012 12:43 am

uSea wrote:I've been thinking about Gnash's trait.
1.2x damage on all Melee or Unarmed attacks, but Critial hits do 60% less damage

Seems too powerful and would result in combats taking longer to resolve since we have to start multiplying the damage values.
Especially since an Unarmed attack is only about 15AP so you could easily be getting 4-5 of them off a turn.

What do you think of:
+d10 Unarmed/Melee damage, when you crit only the base damage is doubled (not the d10's)
That sounds fine; I was just transcribing directly from the Fallout: NV version of the perk. Modifying it to better fit this system is totally acceptable.

Also, would I be able to get away with 2 CHA? Gnash isn't really the type to be doing the talking anyways, considering that's what Geldnir's good at. Or perhaps I would need the 3 to be approached by potential contractors for the Contract Killer perk. Up to you.
Last edited by TenMihara on Sat Feb 04, 2012 1:01 am, edited 1 time in total.

User avatar
TenMihara
Posts: 175
Joined: Tue Jan 03, 2012 8:27 pm

Re: FoE PnP Goes Forth (Group 4)

Post by TenMihara » Sat Feb 04, 2012 12:53 am

GreenBank wrote:Okay, second go, somepony to patch everypony else back together. And maybe steal some stuff.

https://docs.google.com/spreadsheet/ccc ... Vl0VGp4akE
Might I suggest one of your tags be on a weapon skill? Even if the character is meant to be a pacifist, the need to defend yourself is pretty constant. That's really just the way I see it though; no need to listen to me if you don't want to.

User avatar
TenMihara
Posts: 175
Joined: Tue Jan 03, 2012 8:27 pm

Re: FoE PnP Goes Forth (Group 4)

Post by TenMihara » Sat Feb 04, 2012 12:58 am

mimezinga wrote:Meet Cerberus, or Berry! A hellhound trapped in the body of a blankflank filly with the voice of a chippette

https://docs.google.com/spreadsheet/ccc ... iUWc#gid=0
Just one thing; you should have a third tagged skill.

Post Reply