That does make more sense.radmelon wrote:You know, before I checked, I could have sworn that anypony could take the first rank, and that the rest of them were EP only. I think I used to be like that, and to be honest I think I preferred it that way.
Alternate Core Documents
- SilverlightPony
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Re: Alternate Core Documents
- Popcorn_Chicken
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Re: Alternate Core Documents
Can I get a few clarifications?
Built to Destroy's bonus 3% to critically hit is just added onto the Critical Success roll right? With 8 Luck, my chance to crit with Build to Destroy would become 11 in the initial skill roll?
And for shotguns; does TenMihra's Advanced Equipment list forgo base numbers and calculates damage purely on buckshot? If so how does the roll work? 12 individual 2+1d3 rolls for a Single Shotgun?
Built to Destroy's bonus 3% to critically hit is just added onto the Critical Success roll right? With 8 Luck, my chance to crit with Build to Destroy would become 11 in the initial skill roll?
And for shotguns; does TenMihra's Advanced Equipment list forgo base numbers and calculates damage purely on buckshot? If so how does the roll work? 12 individual 2+1d3 rolls for a Single Shotgun?
- SilverlightPony
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Re: Alternate Core Documents
Critical hit is normally 1+LCK or below, so with LCK of 8, it would be 9 or less. Built to Destroy makes it 4+LCK; with LCK 8 that's 12 or less.
I think you're correct on the shotguns, but my brain is in the process of shutting down for the night, so I can't give you a solid answer right now.
I think you're correct on the shotguns, but my brain is in the process of shutting down for the night, so I can't give you a solid answer right now.
Re: Alternate Core Documents
This is correct but you'll also probably get a bonus for item condition. For example, being in 'Good' condition (such as starting equipment) grants +1 effective Luck for critical hit chance.Popcorn_Chicken wrote:Can I get a few clarifications?
Built to Destroy's bonus 3% to critically hit is just added onto the Critical Success roll right? With 8 Luck, my chance to crit with Build to Destroy would become 11 in the initial skill roll?
This was true at some point, but the critical chance has been changed to: "On a skill roll, any roll that is less than or equal to the character Luck is a Critical Success."SilverlightPony wrote:Critical hit is normally 1+LCK or below, so with LCK of 8, it would be 9 or less.
Then you'd get a modifier depending on the item's condition (usually a +1 effective Luck for 'Good'). So you end up in pretty much the same place but it stresses the importance of keeping items in good nick.
- Hidden_Fortune
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Re: Alternate Core Documents
Per the discussion on updating and working on the Cyberpony perks for Earth Ponies:
The first thoughts that I have on the perks is the odd disjointed nature of Cyberpony Perks compared to the rest, unlike many other perks, these ones cause major changes to the character, something that can't just be role played or waved off as 'you leveled, you have a metal leg now' or whatnot. I feel that as a requirement for the perks any character wishing to become a Cyberpony must first meet the requirements and have a skilled surgeon with the proper tools and materials to implant them. This should, in theory, grant the perk at the time of the upgrades and, again in theory, remove the ability for the character to gain a perk at-next-level, since it would be used mid-level. This raises a few problems though, to be addressed further down. The main reason for this suggestion is that it removes to wonky mechanic of metal limbs just 'appearing'. There are also fears that this is 'forcing' a player to take specific perks...
Now, there are two main reasons, in my opinion, that any character would wish to become a Cyberpony. One is a life and death situation, where a character has sustained specific damage bad enough to require replacement of body parts with cyber parts. The other is voluntarily, more on this later. As stated above, the fear that there is 'forcing' a character to take a Cyberpony perk simply to survive. I propose we add a new perk specific to surviving a life-threatening wound.
Cyberpony Survivor. This perk would give only the most basic of basic bonuses, namely the survival of the character. This is the type of perk that would be available to all races simply out of necessity to keep the character alive. As such, it is a free perk, and will not use up the traditional end-of-level perk for that player. This removes the issue of a player feeling their character is forced to take a perk and losing out on their diversity. I also propose that this perk be special in the case that if a player takes the 'true' Cyberpony (Rank 1) perk available currently to Earth Ponies, it would overwrite the Cyberpony Survivor perk, making it null and void, while giving the bonuses of the Rank 1 perk. Taking the 'true' Cyberpony (Rank 1) perk would take up the traditional end-of-level perk. The big thing is that it allows for diversity. They can take the 'true' perk if they want, but they don't have to and won't be penalized harshly for not taking it. Flavor text and description would read something similar to Rank 1, "You have made permanent cybernetic enhancements to your body. These enhancements will allow you to continue in your adventure. You may now take Cyberpony perks. You may not take or benefit from zebra alchemy perks."
There was also discussion in the IRC channel put forth by Puppeh/mimezinga about the addition of various 'sets' of Cyberpony upgrades. Suggestions were archetypes similar to a versatile soldier, a defensive/tech specialized hacker, and a purely offensive bruiser. I feel like these can work, as long as proper balance was given to make each feel unique and give proper thematic bonuses without becoming too overpowered. As it stands now there isn't much diversity other than 'You have metal parts.'. 'You have more metal parts and some identity issues.' and 'You're pretty much a brain-case at this point, enjoy the angst.' with very little flavor to make them distinct. Giving options to allow players to specialize their characters down specific paths, while making each of these potential perks mutually exclusive to keep characters from snagging all of them and becoming a super powered character.
These sets will fall under both survival and voluntary upgrades. As with the Cyberpony (Rank 1) replacing Cyberpony Survivor if chosen, these would follow the same. They could be taken separately as a voluntary upgrade to a pony's abilities, or taken at the time of life-saving surgery to replace the Cyberpony Survivor. Again, this is to give the player diversity without making them feel forced into taking any specific perk or pigeonholing a player.
An aside:
I apologize for the rambly nature, it's a bit hard to force coherence to ideas formed at 5AM with no sleep!
The first thoughts that I have on the perks is the odd disjointed nature of Cyberpony Perks compared to the rest, unlike many other perks, these ones cause major changes to the character, something that can't just be role played or waved off as 'you leveled, you have a metal leg now' or whatnot. I feel that as a requirement for the perks any character wishing to become a Cyberpony must first meet the requirements and have a skilled surgeon with the proper tools and materials to implant them. This should, in theory, grant the perk at the time of the upgrades and, again in theory, remove the ability for the character to gain a perk at-next-level, since it would be used mid-level. This raises a few problems though, to be addressed further down. The main reason for this suggestion is that it removes to wonky mechanic of metal limbs just 'appearing'. There are also fears that this is 'forcing' a player to take specific perks...
Now, there are two main reasons, in my opinion, that any character would wish to become a Cyberpony. One is a life and death situation, where a character has sustained specific damage bad enough to require replacement of body parts with cyber parts. The other is voluntarily, more on this later. As stated above, the fear that there is 'forcing' a character to take a Cyberpony perk simply to survive. I propose we add a new perk specific to surviving a life-threatening wound.
Cyberpony Survivor. This perk would give only the most basic of basic bonuses, namely the survival of the character. This is the type of perk that would be available to all races simply out of necessity to keep the character alive. As such, it is a free perk, and will not use up the traditional end-of-level perk for that player. This removes the issue of a player feeling their character is forced to take a perk and losing out on their diversity. I also propose that this perk be special in the case that if a player takes the 'true' Cyberpony (Rank 1) perk available currently to Earth Ponies, it would overwrite the Cyberpony Survivor perk, making it null and void, while giving the bonuses of the Rank 1 perk. Taking the 'true' Cyberpony (Rank 1) perk would take up the traditional end-of-level perk. The big thing is that it allows for diversity. They can take the 'true' perk if they want, but they don't have to and won't be penalized harshly for not taking it. Flavor text and description would read something similar to Rank 1, "You have made permanent cybernetic enhancements to your body. These enhancements will allow you to continue in your adventure. You may now take Cyberpony perks. You may not take or benefit from zebra alchemy perks."
There was also discussion in the IRC channel put forth by Puppeh/mimezinga about the addition of various 'sets' of Cyberpony upgrades. Suggestions were archetypes similar to a versatile soldier, a defensive/tech specialized hacker, and a purely offensive bruiser. I feel like these can work, as long as proper balance was given to make each feel unique and give proper thematic bonuses without becoming too overpowered. As it stands now there isn't much diversity other than 'You have metal parts.'. 'You have more metal parts and some identity issues.' and 'You're pretty much a brain-case at this point, enjoy the angst.' with very little flavor to make them distinct. Giving options to allow players to specialize their characters down specific paths, while making each of these potential perks mutually exclusive to keep characters from snagging all of them and becoming a super powered character.
These sets will fall under both survival and voluntary upgrades. As with the Cyberpony (Rank 1) replacing Cyberpony Survivor if chosen, these would follow the same. They could be taken separately as a voluntary upgrade to a pony's abilities, or taken at the time of life-saving surgery to replace the Cyberpony Survivor. Again, this is to give the player diversity without making them feel forced into taking any specific perk or pigeonholing a player.
An aside:
In older versions of the perk list, Cyberpony (Rank 1) was available to all races at level 14. Cyberpony (Rank 1) was available to Earth Ponies at level 6, with the text (paraphrased) 'The same as the regular Cyberpony (Rank 1) perk, Earth Ponies can just take it earlier. As with current releases, Cyberpony (Rank 2), etc were only available to Earth Ponies.radmelon wrote:You know, before I checked, I could have sworn that anypony could take the first rank, and that the rest of them were EP only. I think I used to be like that, and to be honest I think I preferred it that way.AffeTrollkarl wrote:In other news, my group's first RL session went off flawlessly. Not that there was very much happening, but still!
Also, forwarding a question from one of my players: Why is it only Earth Ponies who can be cyberponies (judging from the perks)? For balance?
I apologize for the rambly nature, it's a bit hard to force coherence to ideas formed at 5AM with no sleep!
- Popcorn_Chicken
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Re: Alternate Core Documents
SilverlightPony wrote:Critical hit is normally 1+LCK or below, so with LCK of 8, it would be 9 or less. Built to Destroy makes it 4+LCK; with LCK 8 that's 12 or less.
Cheers.uSea wrote:This is correct but you'll also probably get a bonus for item condition. For example, being in 'Good' condition (such as starting equipment) grants +1 effective Luck for critical hit chance.
Figured I was close. Only reason I ask is the site I use - roll20 - either doesn't like the roll or I've been inputting it wrong. I was thinking the latter.SilverlightPony wrote:I think you're correct on the shotguns, but my brain is in the process of shutting down for the night, so I can't give you a solid answer right now.
Re: Alternate Core Documents
I actually have something of an objection to this, in that really, not a lot of Cyberpony conversions are "forced". In fact, in my experience, most of the time the players have talked to the GM about becoming one before being turned into one "against their will". The reason most cyberponies do this is because most reasonable characters don't want to become one, so the player kind of takes it out of their hooves in order to progress. Voluntary cyberponies have a rather scary stigma to them, because no sane pony looks at their foreleg and thinks "You know? This thing needs a little compartment that I can shoot bees out of." Especially in post-pip games where the Red Eye taboo is in place.Now, there are two main reasons, in my opinion, that any character would wish to become a Cyberpony. One is a life and death situation, where a character has sustained specific damage bad enough to require replacement of body parts with cyber parts. The other is voluntarily, more on this later. As stated above, the fear that there is 'forcing' a character to take a Cyberpony perk simply to survive. I propose we add a new perk specific to surviving a life-threatening wound.
Which is why I can't exactly go on about new perks that improve a cyberpony's purpose and such. Because, really, the kind of ponies that are willing to turn their foreleg into a drill to be a better miner isn't the kind of pony most parties want around them on a regular basis. Becoming a cyberpony, something other ponies can do, shouldn't be the primary focus nor the usual focus of EP's because it requires them to be either insane or in a bad way, both being something you should never ever rely on just to take what makes you cool.
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Re: Alternate Core Documents
i dont know about you but when i look at my hooves sometimes i think "you know it would be easier to have a little compartment that a bottle opener shoots out of..." if there are different sets of cyber pony i want a civic based one.
Re: Alternate Core Documents
Oh, don't get me wrong, Cyberponies shouldn't be forced to just be an impenetrable block of HP. I just wanted to say that shouldn't be the big focus for EP's, instead we should focus on their crafting and cutie mark talent "superpower".
Re: Alternate Core Documents
New note on Telekinesis: Self-levitation, the act of effecting oneself with Telekinesis, is exceptionally hard, costing 15 Strain a turn merely lighten oneself, and requiring a Science check at a -30 penalty each turn to maintain. If the caster has at least two ranks in Mighty Spell for Telekinesis, she may achieve telekinetic flight through self-levitation for the cost of 30 Strain a turn, equivalent to Flight Rank 1. Self-levitation can not be zen cast.
I hope to have the chance to go over some of the proposed expansions to Shamanism rules and Cyberpony rules in the coming week.
Oh, and now I have this crazy desire to have a character with a bee-gun. Thank you, Fridge.
We need more trotting Fallout ponies.
I hope to have the chance to go over some of the proposed expansions to Shamanism rules and Cyberpony rules in the coming week.
Oh, and now I have this crazy desire to have a character with a bee-gun. Thank you, Fridge.
We need more trotting Fallout ponies.