Alternate Core Documents

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

Post by uSea » Thu Oct 04, 2012 10:04 am

Hmm, there are rules for using speedloaders but the speedloaders themselves seem to have gone missing inbetween rule docs. I've added some basic ones to the weapon mod section for the time being.

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f1r3w4rr10r
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Re: Alternate Core Documents

Post by f1r3w4rr10r » Thu Oct 04, 2012 1:47 pm

One thing I would like to have clarified is, how long a turn is in real time. Rad Child for example only gives you the timespans and healing rates in "per turn", but it basically says nothing about it when out of combat.

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SilverlightPony
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Re: Alternate Core Documents

Post by SilverlightPony » Thu Oct 04, 2012 8:08 pm

Viewing_Glass wrote: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.
I don't see what about this needs changing.
f1r3w4rr10r wrote:One thing I would like to have clarified is, how long a turn is in real time. Rad Child for example only gives you the timespans and healing rates in "per turn", but it basically says nothing about it when out of combat.
One turn is usually assumed to be 6 seconds, so 10 turns is 1 minute.
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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Thu Oct 04, 2012 11:39 pm

The issue is that rule isn't mention anywhere in the document regarding how DR interacts with DT. Its a minor thing, but could easily be a point of contention.

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f1r3w4rr10r
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Re: Alternate Core Documents

Post by f1r3w4rr10r » Fri Oct 05, 2012 7:43 am

Hmm, ok 6 seconds makes sense. But I think the RAD child values are a bit off for out of combat then. It would only take 10 minutes to consume a full dose of 1000 RADS and heal 400 HP in the process, without taking your own healing rate into account. That seems a bit fast to me.

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Mathwyn
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Re: Alternate Core Documents

Post by Mathwyn » Fri Oct 05, 2012 8:07 am

That is another thing, I've been wondering about, what would be good examples of mild/moderate/high/extreme RAD gain rates, both in combat, or out of it? What have you guys been using? Also have to balance that with ghoul healing rates, at the normal 2/s of the games, in combat that is barely noticeable, but if they hang about for 10 minutes, they are nigh invulnerable, and that would kill most other characters very quickly.

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Mon Oct 08, 2012 2:49 am

Added a clarification explaining that DR is applied to damage after reduction by DT. Also moved the Android perks, which all required Cyperpony perks and minimum levels, into the Earth Pony perk section for consolidation. In doing so, I noticed that we had two entries for bone lacing. Removed one of those and replaced it with Wired Reflexes (as per the Fallout 3 quest perk). This solved another problem as the cyberpony perk tree needed at least one perk somewhere between levels 6 and 14.

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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Wed Oct 17, 2012 5:18 am

Ok, so did a little math and basing the size of Canterlot (at the times the bombs fell) on the area of Washington DC, I have come up with the following:

Shield (Expert)
Cost (30 + 1/round)
Your shield spell now rivals that of Shining Armor. The diameter the shield can cover is (Versatility) miles, and has 100 + (20 * Potency) HP. In addition, for every round that you spend maintaining the shield (spending the cost as appropriate), the shield will regenerate (4^Potency) HP.

Note: The expert version of this spell requires the Quest Perk Great and Powerful.

As a side note, this spell is based on Shining Armor casting the spell, his strain being replenished by Cadence/Chrysalis as necessary. The regeneration is based on the idea of the Changelings hitting the shield, cracking it, bouncing off, and the shield healing each time.

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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Fri Oct 19, 2012 4:35 pm

Also, there are some discrepancies between the Unicorn spell casting perks in the document and the Revised Perks document (a few missing sentences, that sort of thing).

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Tue Oct 23, 2012 3:29 am

New addition: a whole new section under Character Improvement covers general information on a variety of methods of character improvement that are not linked to gaining levels. Check it out!

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