Alternate Core Documents

A place to discuss any PnP (Pen and Paper) role-playing games you are working on.
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SilverlightPony
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Re: Alternate Core Documents

Post by SilverlightPony » Thu Sep 27, 2012 6:09 pm

Viewing_Glass wrote:Ah, many thanks Kkat! So, what happens if you fail the Medicine Check on Heal? Is it just not getting the extra 2d10, or does it result in subtracting 2d10 from the amount healed (You botched the surgery)?
I haven't read the revisions yet, but the way Kkat worded her sentence suggests that it's not a medicine check with a die roll, it's simply an extra amount of healing calculated from the caster's current Medicine skill.
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Rabbs
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Re: Alternate Core Documents

Post by Rabbs » Fri Sep 28, 2012 11:21 pm

My group (LFG Group) has recently adopted a version of the tiered weapon list that I modified. And after a few discussions was I told That I should post it up here to get more feedback. The additions I made were more to give a wider variety or weapons and to fill some holes that I felt the original had. Everything that was added, moved or changed has been highlighted yellow. I also modified the loot sheet to go with it. Still need to give credit to those who I looted ideas from and clean it up a bit more. And I'm completely stumped on how to do a hive missile.
Tiered Weapons List (Mad_Modd tweeks)
Loot Tables (Mad_Modd tweeks)
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radmelon
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Re: Alternate Core Documents

Post by radmelon » Sun Sep 30, 2012 4:56 pm

I like the shamanism rules so far. I like how zebra shamans' powers aren't directly used, but channeled through items. Reminds me of the artificers from D&D.
Bloody mess: The gift that keeps on gibbing.

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Mathwyn
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Re: Alternate Core Documents

Post by Mathwyn » Mon Oct 01, 2012 6:10 am

Howdy ya'll.

I've been a bit frustrated at the vagueness of Monster rules so far, and the lack of a monster manual of sorts, so I decided to make a start on one myself. It only has a couple of sample monsters on it at the moment, but I figured I'd open it up to the public and chuck it out there regardless. Please note: It isn't automated with formulas and the like and the formatting is probably awful. It is open to editing though, if you wanna add your own stuff or fix it up!

https://docs.google.com/spreadsheet/ccc ... Uw2c1RyZ3c

I'm also working on a random encounter table for my own campaign, which is still a work in progress. It'll eventually have, encounters, points of interest and terrain generation though.

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Wed Oct 03, 2012 3:30 am

A few minor changes due to issues that have arisen in playtesting:

The strength of Telekinesis for purposes of melee/thrown weapon damage is not affected by Might Spell perks. Additionally, a successful Science skill roll is necessary to telekinetically grab something in combat. This is to prevent lifting an opponent and turning them around from being an automatically successful, abuse-able strategy.

When you take the Mighty Spell perk, you may chose if the multiplier applies to Potency or Versatility. This is to make the perk useful when taken with spells that have little or no benefit from high Potency.

I have added MREs to the list of available food. MREs act a lot like a Survival-based healing potion. Also, radroach meat, for characters who aren't wise enough to stock up on food before a trip. Bon appetite!

Shamanism: minor adjustment -- the term "Enchantment Focus" is replaced with "talisman". No idea why I didn't do that in the first place.

Mathwyn: Instead of a monster manual, we have a monster-building system. Check the Perk list. You will find the rules and system for building monsters and NPC threats on the second tab. (Tonight, I pitted the PCs against a mob of zombie ponies (built as Level 6 Green threats) and an Adult Skylurk (built as a very dangerous Level 12 Orange threat).

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Mathwyn
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Re: Alternate Core Documents

Post by Mathwyn » Wed Oct 03, 2012 7:35 am

I do know of the monster building system, I used to make a few monsters, I'd just like to have some pre-made ones I can pull out of a hat. I run into problems if I try to make up a raider, or manticore on the fly, it slows down play, and I have a hard time making it balanced. Gah can't find the words, but I'd like to be able to improvise but have it backed up with numbers. Even if it as just a couple of quick formulae for HP, AP, DT, One combat skill, and damage. It would make my life easier.

I am running mine as a traditional IRL pen and paper campaign, which is both mine and my player's background, perhaps that is the difference?

I'm loving the work on the system so far though!

Also as balance goes, should a party of level twos be able to kill a level 12 orange threat, with few injuries and just a couple of lucky crits? It turned out all right, but they dealt with the Gargantuan Taint Spider, rather quickly, and with not too much danger in a straight fight.

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Wed Oct 03, 2012 2:19 pm

I see the problem. The system rather expects GMs to craft the monsters before the start of a session rather than trying to do them on the fly. I'm running a traditional IRL pen & paper game too, but craft any planned monsters/encounters beforehand. And I keep all my old ones, so I can re-use them. Since I use a laptop and the character spreadsheets for monster building, I can easily add a level or two onto an old monster encounter to beef it up for a more advanced party.

As for what a party should be able to handle, I'm still getting a grasp on that myself. In initial theory, an orange-level threat of the same level as a PC should be a dangerous-but-not-lethal threat to that single PC. How many levels higher it needs to be to threaten a group... that's still in playtesting. I'm interested in the results other GMs are getting. I suspect it will vary from group to group. But it would be nice to get a baseline.

My party is level 7, possessing mostly Tier 2 weapons. In the first battle last night, there were three PCs with a couple NPCs providing support. They fought a dozen zombie-ponies (level 6 greens) suffering mostly minor wounds save for a few crits -- which was what I expected. Then a character then took on a skylurk (level 12 orange) solo and defeated it while losing only about half his hit points -- and that surprised me.

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Wed Oct 03, 2012 7:04 pm

Arcane Blast's damage has been scaled back. New items are available in some of the item lists.

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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Wed Oct 03, 2012 8:44 pm

New Item for Revolvers:
Luna Clips

Requirements: 1 scrap metal, Mechanics 50, 1 hour per Lunar Clip.

For use to quickly reload a revolver, this thin piece of metal has to be individually crafted for the revolver you plan to use it for (Due to revolvers having differing maximum capacities). However, once finished they may be reused repeatedly. In order to be used in a revolver, the revolver itself has to be modified to handle the Luna Clips. Should a Luna Clip be attempted to be used in a Revolver without the revolver being modified, the revolver will Jam, requiring a full turn to fix and a successful Mechanics check.

New Mod for Revolvers:

Filed Chamber

Requirements: Mechanics 50, 2 hours

This modification allows the wielder of this revolver to use Luna Clips to quickly reload this revolver. It is done by recessing the inside of the chamber mouth of the revolver to allow the Luna Clip to fit inside, without changing the spacing.

~~~~~~~~~~~~~

Idea was based on this article: https://www.usconcealedcarry.com/review ... oon-clips/

I figured Calamity would approve. :cwalk:

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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Wed Oct 03, 2012 9:49 pm

Also, we should add in rules for DR and how it interacts with DT. Current logic is:

DR is applied after DT on any hit. However, a critical hit is calculated before being applied to any DT or DR.

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