Alternate Core Documents
- SilverlightPony
- Global Moderator
- Posts: 493
- Joined: Sat Mar 17, 2012 4:21 pm
Re: Alternate Core Documents
I would say before, since Jinxed is a permanent aspect of your character, but the weapon modifier will change depending on which weapon you're using and what condition it's in. But, I could be wrong.
Re: Alternate Core Documents
SilverlightPony wrote:Well, most GMs tend to have a ground rule that rolling a solid 100 is always a crit-fail, regardless of anything else.radmelon wrote:I have a few questions about rules clarifications. Do the crit chance mods for weapon quality also affect critical failure chances in addition to critical successes? Because if yes, then with 10 LCK and a good or perfect weapon, you can't critfail. This could be an issue.
The following rules clarification has been added to address this: Regardless of modifiers, a roll of 1 is always a Critical success and a roll of 100 (for skills) or 10 (for SPECIAL rolls) are always Critical Failures.
In addition, I realized that the modifier to crit chance for sneak attacks was 10% in one part of the document and 20% in another. I've corrected this. Sneak attacks have a %20 bonus to critical success chance.
- SilverlightPony
- Global Moderator
- Posts: 493
- Joined: Sat Mar 17, 2012 4:21 pm
Re: Alternate Core Documents
That reminds me, Kkat: A few GMs have been using an alternate system for SPECIAL rolls. Rather than rolling 1d10 vs. (stat), roll 1d100 vs. (stat x 10). this allows for much finer granularity and allows the same crit success/crit fail chances to apply to both skill rolls and special rolls.
I don't expect you to completely change the rules in the doc, but perhaps you could give it a mention as an alternative option?
I don't expect you to completely change the rules in the doc, but perhaps you could give it a mention as an alternative option?
Re: Alternate Core Documents
Could I have my other questions answered as well, please? Equipment defines a character almost as much as their abilities.radmelon wrote:Secondly, in the equipment list, it gives unicorn and alicorn horns as unarmed weapons with higher than base damage, but says nothing about this in the race section of the rules. Perhaps this should be noted/changed.
Lastly, How fast do recharger pistols/rifles recharge? I'm assuming 1 shot/round, but it doesn't say.
Bloody mess: The gift that keeps on gibbing.
Re: Alternate Core Documents
There have been some significant changes to Shotguns based on the suggestions earlier in this thread and the fact that I hadn't looked at them since their range increase.
This is a summary of the changes:
Regular Shotgun Shells now count the Target's DT as 3 x higher. Static modifiers such as Shotgun Surgeon apply before the multiplier, so with Shotgun Surgeon a target with 12 DT would have that reduced to 2 before it was multiplied, resulting in an effective DT of 6.
The Single Shotgun has had its damage increased as it was too low previously.
The Single Shotgun and the Caravan Shotgun have had their AP costs increased by 5. This allows their damage per shot to remain high as they are limited by how many shots they get per turn.
The result is that the lower Tier shotguns are relatively effective in the hooves of a character that doesn't focus on AGI. For example, a character with AGI 5 would have 70AP, allowing them to fire the Caravan Shotgun twice and then reload ready for the next round. Assuming all hits, this would deal an average of 115 damage before DT, whereas the same character with a 10mm Pistol would only deal an average of 82 damage.
The Riot Shotgun has had its damage massively reduced to 20+++++. Previously it was dealing more than double the damage per turn of other Tier 2 weapons. I can only assume I made a typo with its previous damage number.
Here is a link to show the values I experimented with: https://docs.google.com/spreadsheet/ccc ... 6ZHc#gid=0
Here is a link to the weapon list again: https://docs.google.com/spreadsheet/ccc ... yRnc#gid=9
The changed cells have been highlighted for easier reference. I would also like to point out the Change Log tab at the bottom of the document; a quick glance there should let you know if you have to double check the stats for your weapon in future.
Edit for Radmelon: Recharging Ammo recharges as fast as you fire it. The two guns that use it aren't exactly the most powerful out there so this just makes things simpler.
This is a summary of the changes:
Regular Shotgun Shells now count the Target's DT as 3 x higher. Static modifiers such as Shotgun Surgeon apply before the multiplier, so with Shotgun Surgeon a target with 12 DT would have that reduced to 2 before it was multiplied, resulting in an effective DT of 6.
The Single Shotgun has had its damage increased as it was too low previously.
The Single Shotgun and the Caravan Shotgun have had their AP costs increased by 5. This allows their damage per shot to remain high as they are limited by how many shots they get per turn.
The result is that the lower Tier shotguns are relatively effective in the hooves of a character that doesn't focus on AGI. For example, a character with AGI 5 would have 70AP, allowing them to fire the Caravan Shotgun twice and then reload ready for the next round. Assuming all hits, this would deal an average of 115 damage before DT, whereas the same character with a 10mm Pistol would only deal an average of 82 damage.
The Riot Shotgun has had its damage massively reduced to 20+++++. Previously it was dealing more than double the damage per turn of other Tier 2 weapons. I can only assume I made a typo with its previous damage number.
Here is a link to show the values I experimented with: https://docs.google.com/spreadsheet/ccc ... 6ZHc#gid=0
Here is a link to the weapon list again: https://docs.google.com/spreadsheet/ccc ... yRnc#gid=9
The changed cells have been highlighted for easier reference. I would also like to point out the Change Log tab at the bottom of the document; a quick glance there should let you know if you have to double check the stats for your weapon in future.
Edit for Radmelon: Recharging Ammo recharges as fast as you fire it. The two guns that use it aren't exactly the most powerful out there so this just makes things simpler.
Re: Alternate Core Documents
Well, I've only played with this system for three sessions so far, but due to staggering populatity, I'm going to start managing a game of my own to manage the overflow.
...Which brings me to why I'm posting here. One of my players wants to create a chimerapony. (Based off of this:http://fc02.deviantart.net/fs70/f/2012/ ... 569xr5.png)Yup. Being the nice guy I am, I went ahead and tried to figure out racial attributes for them. Here's what I've got:
That's what I have - I want to make sure it stays balanced, yet playable, and gives enough flavor while staying within the rules. Any suggestions? I'm also trying to figure out a racial trait set for Changelings while I'm at it. *Edit, I made a basic Changeling trait set today. See below.
Oh, and there needs to be a caveat by the "Sex Appeal" trait requiring AT LEAST 5 Charisma. I had a player trying to take it with only three charisma... If you're going to woo the fair mares, you should at least snip the warts!
Anywho, I now have to plot deadly traps for my players...
...Which brings me to why I'm posting here. One of my players wants to create a chimerapony. (Based off of this:http://fc02.deviantart.net/fs70/f/2012/ ... 569xr5.png)Yup. Being the nice guy I am, I went ahead and tried to figure out racial attributes for them. Here's what I've got:
Spoiler: show
Spoiler: show
Anywho, I now have to plot deadly traps for my players...
Your local sky-gazing earth pony.
I generally hang around pretending that I actually do stuff.
I generally hang around pretending that I actually do stuff.
Re: Alternate Core Documents
Yes, they do. However, remember that a roll of 100 is always a Critical Failure.radmelon wrote:I have a few questions about rules clarifications. Do the crit chance mods for weapon quality also affect critical failure chances in addition to critical successes? Because if yes, then with 10 LCK and a good or perfect weapon, you can't critfail. This could be an issue.
According to the rules, recharging ammo "recharges fast enough that it never needs to reload, infinite ammo." However, I would personally go with the "recharges one shot a round" rule you are suggesting. That way, by the time you shoot through a clip, much of the clip should have regenerated. But it could become an issue in very drawn-out combats.How fast do recharger pistols/rifles recharge? I'm assuming 1 shot/round, but it doesn't say.
- f1r3w4rr10r
- Posts: 629
- Joined: Wed Aug 01, 2012 11:26 am
- Location: Germany (UTC+1)
- Contact:
Re: Alternate Core Documents
Just to put my 2 cents in. I am already using the Recharger Rifle with 2shots regen/round. 1 shot/round just depletes too fast. And 2 shots is is enough for normal fire, but not enough to fire consistently when you are doing nothing else than shooting.
Re: Alternate Core Documents
Also, related to Cloud-e's note, jojolagger and I had been working on some homebrewed player races for the game (with perks!), but we didn't really want to bring them up until you'd finished shamanism, what with one thing at a time and all. We'd managed to do quite a few in our spare time (minotaurs, diamond dogs/sand dogs/hellhounds, protectrons, dragon hatchlings, and even the elusive human!), but their balance is questionable, as none of them have been playtested in the least. If you want to see them, say the word and I'll post the drafts.
Bloody mess: The gift that keeps on gibbing.
-
- Posts: 281
- Joined: Mon Aug 06, 2012 11:36 am
Re: Alternate Core Documents
hay radmelon good the hear that people are working on other races is there any chance i can sneak a peak at the stats as we have a dragon hatching in our pnp group and he is not optimized this is also a chance to have a part of your rule additions play tested thank you.