Alternate Core Documents

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SilverlightPony
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Re: Alternate Core Documents

Post by SilverlightPony » Sat Aug 25, 2012 8:09 pm

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.
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Kkat
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Re: Alternate Core Documents

Post by Kkat » Tue Aug 28, 2012 11:30 am

SilverlightPony wrote:
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.
Well, most GMs tend to have a ground rule that rolling a solid 100 is always a crit-fail, regardless of anything else.

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.

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Re: Alternate Core Documents

Post by SilverlightPony » Tue Aug 28, 2012 4:13 pm

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?
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Re: Alternate Core Documents

Post by radmelon » Wed Aug 29, 2012 3:35 pm

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.
Could I have my other questions answered as well, please? Equipment defines a character almost as much as their abilities.
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uSea
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Re: Alternate Core Documents

Post by uSea » Fri Aug 31, 2012 4:39 pm

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.

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Re: Alternate Core Documents

Post by Cloud-e » Mon Sep 03, 2012 1:03 am

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:
Spoiler: show
You are a one-of-a-kind freak of the Wasteland! Congratulations! Be it from falling into an unfortunate pool of taint, or your mother taking a bit too much Hydra while pregnant, you are now a deformed creature hardly able to bear the name "pony." However, rather than killing you, the mutations have made you more able to survive in the wasteland!

For the player:
- Chimeras have a charisma cap of three, and an endurance minimum of five.
- Chimeras must take the "Radiation Child" trait.
- Chimeras automatically gain the "Tail Trick" perk.
- +1 D10 damage in unarmed combat.
- Chimeras can only take perks from the "Base" list.
- Any time after reaching level four, you can choose to take a special perk, "Mr. Handy," allowing use of certain hand-based items, as well as half AP cost when accessing pack items. (This perk takes the place of any other perk you would have gained at that level.)

For the GM:
- Chimeras are scary! Most foals will run on sight, and in combat, enemies may have to make a fear check to keep from running.
- Chimeras look funny! Let's face it, ponies aren't comfortable talking to monsters. Speech checks are a lot harder, and items will cost more.
- Chimeras are just different! Chimeras can't be seduced, seduce others, or use/be effected by the "Sex Appeal" perk. Hell, they're pretty much genderless.
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.
Spoiler: show
Changelings:
- Changelings begin with the flight perk.
- Changelings can only use the Basic perk set.
- Changelings suffer a -2 to charisma when interacting with non-changelings. (Unless using the “Change
Form” spell.)
- Changelings start with Strain, Versatility, and Potency like unicorns. Changelings start with Telekinesis,
Light, Feed, and Change Form spells. Changelings cannot learn any other spells. Strain is
recovered by feeding on emotions using the “Feed” spell, rather than by rest.

Change Form: Changelings have the innate ability to change form. Though the spell is always successful, a sneak check must be made whenever meeting new characters, or suffer suspicions. When under scrutiny, (be it due to suspicions, checkpoints, etc.) the Changeling must make another, separate sneak roll, which may result in instant exposure/hostility.
Advanced (Lv4): The character is given a 5% bonus when making sneak rolls pertaining to their disguise. The character may also chose to be +/-1 of their base charisma while disguised. (Maximum 10, minimum 2)
Cost:2/hour

Feed: Changelings feed on other race’s emotions. To do so, they must have a clear view of the target, and the target must be exhibiting very strong emotions. This spell may only be used once per hour. Range is short.
Basic: Terror, rage, and grief recover the Changeling with ten Strain, while love recovers fifteen.
Advanced (Lv8): Terror, rage, and grief recover the Changeling with fifteen Strain, while love recovers twenty five.
This spell consumes all AP for a turn, but no Strain.
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... :rwalk:
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Kkat
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Re: Alternate Core Documents

Post by Kkat » Mon Sep 03, 2012 10:10 am

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.
Yes, they do. However, remember that a roll of 100 is always a Critical Failure.
How fast do recharger pistols/rifles recharge? I'm assuming 1 shot/round, but it doesn't say.
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.

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Re: Alternate Core Documents

Post by f1r3w4rr10r » Mon Sep 03, 2012 10:44 am

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.

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radmelon
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Re: Alternate Core Documents

Post by radmelon » Sat Sep 08, 2012 2:59 am

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.
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Re: Alternate Core Documents

Post by Shady_steps » Wed Sep 12, 2012 6:35 am

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.

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