Additional Rule Sets And GMing Aids

A place to discuss any PnP (Pen and Paper) role-playing games you are working on.
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uSea
Posts: 190
Joined: Mon Jan 09, 2012 6:39 pm

Re: Rule set additions

Post by uSea » Fri Mar 01, 2013 3:13 pm

Howdy, here's some initial feedback on Radmelon and Jojolagger's Extra Races.
Overall I like them and they could certainly be used as a starting point for when a player has a really interesting character idea they want to try. I say starting point since these races would be so rare that it's the kind of thing that would need to be discussed with your GM and possibly the group as well, and then changed depending on feedback, the campaign setting, and related story ideas the GM might have.

While some of the abilities seem very powerful, such as the Human magic resistance, we should also take into account the extreme rarity of such a character and the interesting, unique RP challenges they would face in this setting. Personally I don't mind a race being a bit 'OP' if it comes with a significant RP trade off. Like I'd imagine a changeling would be met with open hostility if their secret ever got out (they are after all literally pony-sized parasites whose survival mechanism is to do away with your loved ones and assume their place). If their natural shape shifting talents come at the cost of something like that then I'm all for it.

On the subject of changelings in this document I would like to see more about the limited spell set that was mentioned and there seem to be a few extra perks listed that haven't been finished yet.

I did have a couple of other thoughts.
For Protectrons I really like the Float system perk but then the two advanced versions that come after it turn the robot into a pegasus-style jet fighter. Perhaps make Advanced Thruster (with flight 2 and give it cloud walking) be the lvl 20 version and then have a perk giving just Flight 1 in the lvl 14 slot.
Also I feel like the Overdrive perk should come with the risk of permanent damage if the mechanics check to restore the END is critically failed, and possibly have an increased chance to critically fail based on how damaged the protectron was when Overdrive was used.
For Diamond Dogs the perk Howl of the Hunt caught my eye as maybe needing to be a little less powerful (like the DT boost being CHA/2 or something). But then again it is a level 18 perk.

So yeah, I like these rules and I'd point anyone interested in making such a character towards them.

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Rippedshadow
Posts: 111
Joined: Fri Oct 28, 2011 9:37 pm

Re: Rule set additions

Post by Rippedshadow » Fri Mar 01, 2013 5:16 pm

Tossing my two cents on the above mentioned race list, the "no cutie mark" and size penalties for most of the races seem... Silly. Why give most of these races 15+ chance to be hit? Alicorns have large frame (5+ to be hit), and I'm pretty sure most players size these races as about the same, or even maybe a tiny bit smaller then an Alicorn.

and the "no cutie mark" penalty is silly, since Gryphons don't have the penalty as far as I know.

Then again, this entire rule system is homebrew central, so players and GMs can adjust as they see fit.
I do things, sometimes. Maybe...
Planetside 2? Maybe.

Shady_steps
Posts: 281
Joined: Mon Aug 06, 2012 11:36 am

Re: Rule set additions

Post by Shady_steps » Thu Mar 07, 2013 7:48 am

the "no cutie mark" was an idea that most people have abandoned in my eyes, however i could be wrong.

as for most of the Extra Races, it looks like the effort went into working out what races to add and what they can do rather then balance and "flavor" i would help but i need to do some work on my own rulesets (need to rewrite the changeling ruleset but i r a lazy pone :< )

anyway, would anyone be willing to work with me on a dragon ruleset and lore addition?

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radmelon
Posts: 47
Joined: Sat Aug 04, 2012 12:52 pm
Location: Vanhoover

Re: Rule set additions

Post by radmelon » Fri Mar 08, 2013 12:07 am

uSea wrote:Howdy, here's some initial feedback on Radmelon and Jojolagger's Extra Races.
Overall I like them and they could certainly be used as a starting point for when a player has a really interesting character idea they want to try. I say starting point since these races would be so rare that it's the kind of thing that would need to be discussed with your GM and possibly the group as well, and then changed depending on feedback, the campaign setting, and related story ideas the GM might have.
Yeah, that was kind of my idea, for them to be rare. Unless, of course, they WANT a purely-robotic party, but that's their business.
uSea wrote:While some of the abilities seem very powerful, such as the Human magic resistance, we should also take into account the extreme rarity of such a character and the interesting, unique RP challenges they would face in this setting. Personally I don't mind a race being a bit 'OP' if it comes with a significant RP trade off. Like I'd imagine a changeling would be met with open hostility if their secret ever got out (they are after all literally pony-sized parasites whose survival mechanism is to do away with your loved ones and assume their place). If their natural shape shifting talents come at the cost of something like that then I'm all for it.

On the subject of changelings in this document I would like to see more about the limited spell set that was mentioned and there seem to be a few extra perks listed that haven't been finished yet.
Well, the humans are meant somewhat as a joke, and I'm really not sure about them myself, as jojolagger and I have had creative differences on the matter. Same deal with the changelings, I've put them on hold until I get the others nailed down.
uSea wrote:I did have a couple of other thoughts.
For Protectrons I really like the Float system perk but then the two advanced versions that come after it turn the robot into a pegasus-style jet fighter. Perhaps make Advanced Thruster (with flight 2 and give it cloud walking) be the lvl 20 version and then have a perk giving just Flight 1 in the lvl 14 slot.
Also I feel like the Overdrive perk should come with the risk of permanent damage if the mechanics check to restore the END is critically failed, and possibly have an increased chance to critically fail based on how damaged the protectron was when Overdrive was used.
For Diamond Dogs the perk Howl of the Hunt caught my eye as maybe needing to be a little less powerful (like the DT boost being CHA/2 or something). But then again it is a level 18 perk.

So yeah, I like these rules and I'd point anyone interested in making such a character towards them.
Yeah, nerfing the protectron flight and D-dog howl. I'll get on that tomorrow.

Two other things I want to mention: The perks were mostly jojolagger's contribution, I was mostly the base race stats and the idea man. The second thing is that nearly all of what you see was done before the revised PNP was made, back when Sunrise's ruleset was the norm. As such, they weren't made with any of the recent (and awesome) fixes in mind. I'll look over all of the races this weekend, and transfer them onto a googledocs file instead of the .txt they're in now.
Bloody mess: The gift that keeps on gibbing.

Godna
Posts: 112
Joined: Sun May 13, 2012 4:53 pm

Re: Rule set additions

Post by Godna » Sun Mar 10, 2013 1:14 pm

Re:
Just gotta say that magic resistance thing doesn't look as powerful as it seems to sound. I'd rank them power wise a tad bit under most of the base pony types. (Possibly above EP) That said it'd be terribly silly to play. (And I'm all for it :D)

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radmelon
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Location: Vanhoover

Re: Rule set additions

Post by radmelon » Tue Mar 19, 2013 12:19 am

Well, I finally got around to transfering the races to gdocs, so hereis the link. Like I said, I'm not really looking for critique of the human or changeling yet, I want to get the others done first.
Bloody mess: The gift that keeps on gibbing.

Shady_steps
Posts: 281
Joined: Mon Aug 06, 2012 11:36 am

Re: Additional Rule Sets And GMing Aids

Post by Shady_steps » Fri Jul 19, 2013 7:38 am

Changelog:

-Added Mad Modd's GMing Aids
-Added Shady_Steps Sexual Ruleset

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Ghostpony
Posts: 91
Joined: Fri Feb 08, 2013 7:14 am

Re: Additional Rule Sets And GMing Aids

Post by Ghostpony » Sun Oct 27, 2013 7:22 pm

Ok updated Martial arts rules, using a 6 perk system base with info on how to treat it as 5.

https://docs.google.com/spreadsheet/ccc ... GSUE#gid=0

Looking for feed back. Its been suggested that Dragon Slayer be reduced to only size level +1, comments?

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Viewing_Glass
Posts: 454
Joined: Wed Jul 25, 2012 8:02 pm

Re: Additional Rule Sets And GMing Aids

Post by Viewing_Glass » Mon Nov 04, 2013 4:52 pm

I am rather fond of this martial arts system, simply because it allows martial arts to be powerful with the primary downside being taking more perks, as opposed to creating the 'super-perks' that are the cyberpony suites.

As for Dragon Slayer being reduced to size level +1, I agree fully. This makes it more appealing, while keeping the usage of Dragon Slayer situational.

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Zen Harmonics
Posts: 29
Joined: Thu May 30, 2013 5:56 pm

Re: Additional Rule Sets And GMing Aids

Post by Zen Harmonics » Mon Nov 04, 2013 7:18 pm

I'm okay with lowering it to 1 but how about the larger the opponent the damage done is increased by 20% more each rank of size difference. while +1 will be the weakest I don't think it should get the 200% bonus at master.

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