Alternate Core Documents

A place to discuss any PnP (Pen and Paper) role-playing games you are working on.
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f1r3w4rr10r
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Re: Alternate Core Documents

Post by f1r3w4rr10r » Mon Mar 18, 2013 2:10 am

Actually I like Mister_Clacky's system, too. As I said, I would also go with a percentage based system. It is still better then just words, in my opinion.
And nice work on the comparison sheet so far, uSea. I am pretty thrilled for the results.

ToWhatEnd
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Re: Alternate Core Documents

Post by ToWhatEnd » Mon Mar 18, 2013 5:35 pm

Viewing_Glass wrote:Hrm...after looking over the Fo3/NV sheet, I am finding less and less reasons how Ranged doesn't always beat Melee on equal ground. I might be wrong, but unless the Melee character gets the jump on the Ranged Character, then the ranged character will always win (barring Bones of course). Assuming both have the same percentage chance of hitting, the Ranged character will always win. I can go into the math if you want, but, I don't want to annoy people with it.
Course that's how it would work in reality. Relatively speaking of course, guns bring less harm to the user than knives or their fists since they can keep their distance. Professional killers can get closer and closer to their targets. So with that in mind Melee and Unarmed characters should already be prepared and theoretically skilled enough to deal with riflepones and be able to close that distance between them quickly. Their characters should be more skilled at killing or they would be using guns. Most of the Unarmed and Melee perks deal with aiding the character to overwhelm and quickly trap your opponent into a state where they can't defend themselves at all and you can easily kill them. (Dust in the Eyes, Super Slam, Running Tackle, The pinning system, Disarming, etc.)

Maybe some more loving would be nice in the form of more perks or abilities, or trying to differentiate between Unarmed and Melee by either exclusive perks or changing the equipment. But you can't really fix the age old problem of "Taking a knife to a gun fight", those players should know what they are getting in to and be awesome enough to overcome the odds and kick everyone's ass. Else they should've went with a more conventional skill.

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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Mon Mar 18, 2013 5:48 pm

Fair enough I suppose. Though it might be nice if the group of 4 melee/unarmed perks clumped together at level 12 were spread out a bit.

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Wed Mar 20, 2013 2:03 pm

Minor tweaks:
  • The bleeding effect of Steel Claw has been clarified in regards to stacking.
  • The All Resistances effect has been expanded to be effective against Cold and Lightning. New cloaks have been added with Cold Resistance and Lightning Resistance.
  • The SPECIAL and Skill Enhancement and Damage section has been renamed as Enhancement and Reduction. In now includes a passage on order for enhancement and reduction effects.
  • A new quest perk: Cyberfetish.

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uSea
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Re: Alternate Core Documents

Post by uSea » Thu Mar 21, 2013 6:41 pm

Having used this sheet to compare weapons, many changes have been made.

You can see a list of the changes here: https://docs.google.com/document/d/1EXx ... 12aPw/edit

The Tiered weapon list has already been updated (the cells have been coloured orange to highlight changes) but the previous versions are still available as tabs on the far right if they are needed.

In addition, several weapon mods have also been altered.

Mod changes:
Plas. Pistol Hi-Energy Ionizer: now grants +5 Dam (down from 7)
Hunting Rifle Custom Action: now lowers the AP cost to 30 (it previously reduced to 25)
Mag. Rifle Focus Optics: now grants +2 Dam (down from 3)
9mm SMG Light Bolt: no longer improves Rate of Fire
Tri Prism LR Focus Optics: now grants +2 Dam (down from 3)

Oh! Some new weapons have been added too:
Magically Augmented Spark Rifle (based on the LAER from Old World Blues)
Cutlass (an improved sword)
Thunder Hammer (possibly craftable from a Sledgehammer?, based on the Nuka Breaker in NV)
Auto Axe (useful for opening tin cans!)
Supercharged Solaris Hoof (this can only end well, based on the Saturnite fist super-heated)

I'm bound to have missed things, so if you have questions or concerns about the weapon list then please feel free to contact me.
And of course groups are more than welcome to make copies of anything they find useful and then alter things to better suit their game, etc.

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Thu Mar 21, 2013 8:26 pm

Thanks for your hard work, uSea. I really appreciate it. :twilightsmile:

But... while a few of the changes seem good, but I'm not sure why many were necessary, and I disagree with a few. Here are the first questions and concerns that came to mind:
  • Melee and unarmed should not have fractions as part of their multiplier. I think something different needs to be done with weapons that have a x.5 Strength modifier.
  • The Riot Shotgun is an incredible weapon in the game... why is it being degraded into something with so little damage output? Also, if the Riot Shotgun is going to be reduced in effectiveness, we really need to have a Combat Shotgun added that is solidly in the Tier 3 range. (In fact, I request this just on general principle of there being Combat Shotguns in Fallout: Equestria.)
  • I don't like the reductions to the Rate of Fire for automatic weapons. These weapons are already extremely low-damage to make up for the Rate of Fire. Reducing the Rate of Fire makes a lot of these weapons extremely weak weapon choices. (And flavor-wise makes them feel less stream-of-bullets-y than machine guns and miniguns ought to.)
  • Magical Energy Weapons have x3 crit -- that's their defining benefit... and they suffer a lot for it in other ways (including ways that are not obvious on the stats sheet, such as rarer ammo and the fact that they destroy loot. I strongly disagree with reducing any magical energy weapon's crit multiplier.
  • Some of the specific weapon changes seem to be either unnecessary nerfs or just don't seem called for by the flavor and general mechanics of the Fallout: Equestria story. Example 1: Why weaken the Katana, when it was already one of the weakest weapons in its tier? Example 2: Why, flavor-wise, are Enchanted Zebra Swords are now armor-piercing? How does that quality fit with zebra enchantments? Or swords?
I want to say some of the increased weapon damages for melee weapons seem insane... but I haven't playtested melee enough.

There are some great additions. Here are my favorites:
  • Damage comparisons have been added for Agile weapons. (Notibly, they weren't listed before because the comparisons are for STR 7, and agile weapons are based on Agility. Should probably change that catagory name to "STR or AGI 7" now.)
  • I really like some of the weapon boosts. Particularly the much-needed boost to the Zebra Rifle. This is a weapon that Littlepip uses to devastating effect throughout much of the story. It should be very desirable for its tier. Additionally, the improvement to the Scythe is great.
  • Some of the new weapons are a very welcome addition. Especially the Auto-Axe. The Auto-Axe really needed to be added to the weapons list, and I really like the stats and qualities for it (although maybe it should be Tier 4?)... bravo on that!
:lwalk:
Last edited by Kkat on Thu Mar 21, 2013 9:03 pm, edited 4 times in total.

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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Thu Mar 21, 2013 8:28 pm

Hrm...After looking over the list I like some of the changes and dislike some of the others. The list is as follows:
  • .5xSTR mechanic and why that came into play.
  • Why did the Gauss Rifle get its crit multiplier reduced by one?
  • Why did you reduce a majority of the rates of fire on automatic weapons?
  • The Auto Axe needs its damage reduced if its a T3 Weapon with Armor Piercing (Heavy), and the Rare quality should be added. I mean, how many of these don't immediately get confiscated by the Steel Rangers or Red Eye's Slavers?
  • With the damage on the Riot Shotgun so low, why wouldn't you use the Caravan Shotgun, which is a weapon 1 Tier lower?
Those are pretty much my only questions. I recognize most of the damage changes were made to keep damage values in the range of what is the ideal Tier weapon.

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Dimestream
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Re: Alternate Core Documents

Post by Dimestream » Thu Mar 21, 2013 8:44 pm

Oh dear... um... if it's not too much trouble, I have a few problems with the sweeping changes made to the tier-arranged weapon list. :fluttercry:

I do want to first thank uSea for all of his hard work on trying to make this system a grand game for everyone to play. I've enjoyed it so far, but... oh my, these most recent changes have some real problems. Bear with me for a few paragraphs, if you please.

I really don't understand the majority of the rate-of-fire changes made to most weapons that had that quality. Most of the reason to use those weapons was the 'dakka' effect of shooting lots of bullets for low damage per bullet (or beam of lasery goodness :scootangel: ). Some of these changes, especially to weapons such as the Light Machine Gun or the Silenced .22 SMG, make them effectively unusable. Not to mention the MER and other 'multiple ammo per shot' magic energy weapons such as the Triprism Rifle.

A lot of the tweaks are unnecessary, especially to the mods. Changes of -1 or -2 here and there seem nitpicky compared to sweeping changes made elsewhere. :trixieshiftright: Why change these things, especially on Magical Energy Weapons? MEW already had rough drawbacks and didn't stack up well against firearms, considering many of them use multiple ammunition for a single shot. The mods alone made up for some of that, but if these were supposed to be the up-and-coming technology to win the war with, shouldn't they be, you know, at least mostly as good as firearms? :unsuresweetie:

Also, what is up with the .5 modifiers on some of the melee weapons? I don't want to do more math, and especially don't want to do more rounding, either up or down. If you really feel you need a .5, why don't you just leave the STR the same and just add a d10? That averages out to be the same.

But my largest and most disturbed :pinkiecrazy: complaints are about the new weapon, the Auto Axe, and the incomprehensible tweak to the Gauss rifle. While I rejoice that this weapon was finally added (yay Fillydelphia!), I am perturbed by its stats! In no way should a Tier 3 weapon have HEAVY armor piercing, and its damage is actually *too* good. If the slaves of Fillydelphia were armed with weapons that good, they'd have broken out by themselves, long before Littlepip left the stable. :pipshrug: My suggestion is that it should stay, but its armor piercing should only be Medium, otherwise you'd have a lot of really sad Steel Rangers who just found out that Tier 3 weapons can ignore all their fancy armor. It'd make Applejack sad. :ajsleepy:

Lastly, and this is near and dear to my heart: What. The. Hay. Happened to the Gauss rifle? I can understand the minor nerf to damage, it was after all one of the most competitive sniper range weapons, and literally the only one for users of Magic Energy weapons. I could quibble about its heavy and expensive ammo consumption, or the fact that there wasn't any good anti-armor ammunition for it, but I still liked it, being the MEW equivalent to Spitfire's Thunder (which Calamity pointed out was a Firearm that used magic energy to launch projectiles. The Gauss rifle uses magic to shoot a flechette. Same principle, right?) :cwalk:

But... but... What. The only real upside that balanced these was that if you were a lucky son-of-a-gun, you could get a x3 critical hit with the Gauss Rifle. And now you can't. If these hybrid rifles are supposed to combine the good features of both Firearms and MEW, then why does the Gauss rifle have none of either anymore? I disagree with this one vehemently. Sorry. :twilightblush:

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Dance_Explosion
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Re: Alternate Core Documents

Post by Dance_Explosion » Thu Mar 21, 2013 9:07 pm

I would like to ask a few questions about the changes to melee and unarmed, the first big things are:

:rainbowhuh: Auto Ax and Chainsaw: maybe cut those damage multipliers down to 4x and 6x for STR, and maybe reduce the AP costs to 50 ap, makes them a bit more practical to use, and less likely to quickly kill bosses and steel rangers so fast and having the Auto Ax armor piecing lowered to only Armor piecing medium. :pinkiesick:

:rainbowhuh: The 1.5 and 2.5 STR multipliers, just change it so they add 1d10 more instead of added half a STR again, i would rather just roll 1d10 more anyway.

:rainbowhuh: Why reduce the damage so much in seemingly all ap 20 and down weapons on the unarmed/melee list?

:rainbowhuh: Why have such a huge boost in damage to so many others?

:rainbowhuh: And could you just please put the Thunder Ax back to how it was? with the comparable weakness of melee Anti-matrix making it just not deal damage on top of not really hurting things is making it a niche weapon at best. And the thunder hammer seems to just be a MOD to the sledgehammer or super sledge.

:pipshrug: why nerf the Katana? the Katana really needs its 5 damage back, or another d10, or have its ap cost reduced, or have its MODS added into the game.

:raritydespair: the Riot Shotgun, why? it was already a, frankly, terrible gun, and now it is frankly laughable as a weapon. Its placement directly next to the sawed of shot gun is amusing, but unless alot of damage is added to it to make it more along the lines of the combat shotgun, or the riot shot gun in fallout games, or just add a shot gun with a drum or large ammo capacity at all.

It really seems like you made a lot of large nerfs to melee and unarmed are confusing if not , the nerf to the enchanted zebra sword was literally nerfed at the end of a session i was in after they were used to butcher a red level in a single round, and the realization the Katana was pretty worthless.

What i like: now its not to say i didn't like some things in the update, i liked seeing the Auto Ax added, and the boost to the plasma pistol and the MASR are great for the, frankly, suffering ponies that use magic energy weapons, higher damage lets them deal with high armor targets much.

iI would also like to see added: Melee MODS, the enchanted crossbow getting about a 10-15 damage upgrade to make it fit in with tier 3.

:rwalk:
Ask me about shamanism, i can FAQ it for you.

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Rabbs
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Re: Alternate Core Documents

Post by Rabbs » Fri Mar 22, 2013 2:40 pm

I'll also thank Usea for the all work they have put into this. I like some of the recent changes (I really like the change to flamers) so I took a few for my equipment list . And once again shameless plug :pinkiehappy: . Mad_Modd's Tiered Equipment List. Most recent changes are the addition of a combat shotgun based off the 'City Killer' from Fo 1-2, anti-matrix pulse weapons and an alternate mods list that makes custom weapons possible.
"I AM A SEXY SHOELESS GOD OF WAR!!"
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