Alternate Core Documents

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

Post by Kkat » Tue Mar 26, 2013 8:04 pm

The following line has been added to spellcasting for clarification: A spell cannot be used beyond its listed range.

I have added the following to Jury Rigging, also for clarification: For example: weapons may be repaired using any other weapon that has the same type -- eg. rifle, pistol, unarmed (bladed) -- and use the same skill.

The spell Bulwark of Friendship has been upgraded.

Godna
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Re: Alternate Core Documents

Post by Godna » Wed Mar 27, 2013 10:47 am

That reminds me I still need to get around to casting that....it's always seemed kinda lackluster to me though.

Fridge
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Re: Alternate Core Documents

Post by Fridge » Thu Mar 28, 2013 3:39 am

Its no problem, uSea. The Weapons list does apply to the Alternate Core Documents thread.

As a side note, I think the perk "And Stay Back" is an artifact of the original shotguns. Not sure if this needs to be looked at changed.
I dunno. I personally took it on the dream that one day and one very lucky series of rolls would lead me into catapulting somepony's gibbed remains into meeting Littlepip personally. That, and having some field of control for pushing an enemy around can be absurdly useful, but we do need to reword it for at least uSea and Ten's weapon's lists.

So, how about just having it worded so that you may use choose to push the target in question a set amount of units in a turn as long as you're using a short-range weapon that connects at least once? Maybe ten or fifteen units, not really enough to keep them away, but enough to give the user a bit of wiggle room and maybe corral a baddie into something unpleasant.

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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Thu Mar 28, 2013 11:33 am

Hrm...maybe. Though, since Shotguns are really effective in close range, a perk that could push them out of that range seems really odd to me.

Fridge
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Re: Alternate Core Documents

Post by Fridge » Thu Mar 28, 2013 1:47 pm

Well, think of it this way. Outside of this perk, there's no real way for gun users to push around people and the big strength behind melee and unarmed fighters is that they have a lot of methods of doing just that (on top of the fact that they never have to buy ammo). Which means that if you want to set ponies up for traps or environmental effects, you have to almost be right on top of them. And since ponies that specialize in traps in combat tend to be exactly the type that wants to avoid being on top of them, and thus like keeping folks at range, why not at least give them one option that they have to blow a perk on?

Now, it'd be a little broken as hell if snipers could do this at long range, so it needs to be as short range as possible, which means, well. Short range. Close enough not to be broken, but far enough that the boom wouldn't kill them.

Now, there's a problem in it in the way that I have it described, namely that there's no resistance for this push effect, while melee heavy hitters have to jump through a lot of hoops. And while I understand that anypony gets the ability to Slam and Flying Tackle upon simply creating the character, that's not exactly fair to the ponies who have that as their whole shtick that they pick up and fling enemy ponies everywhere and generally give no fucks. Which is why I gave it a flat, low amount it could do per turn. Doesn't exactly strike me as a perfect solution, but I cannot think of a better one.

Thoughts?

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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Thu Mar 28, 2013 8:22 pm

Well, I suppose it could work. Honestly though, I think that should be the trade off of guns vs. melee/unarmed. Sure, you can pretty much rock the combat at any range with the right gun(s), but push people around? Well, you have to be melee/unarmed to do it.

[edit] Never mind! Only characters that are skilled in unarmed can actually push people around. Melee is out of luck.

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Mon Apr 01, 2013 3:28 pm

Upcoming Revision plans

I'm looking at revising the Imbuing spells. I've already fixed Spirit of Wind, and I think the others may also need to be toned down or tinkered with. Before I start, I would like to get some more specific suggestions for altering the Imbuing spells.

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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Mon Apr 01, 2013 6:05 pm

I think the biggest issue people have is the damage output of the spells Spirit of Flame, Spirit of Lightning, and Spirit of Poisons with low AP and any weapon that can burst fire or has an ROF option. Unarmed doesn't suffer from this problem; they can't use these spells without taking the damage themselves. Burst Fire weapons and ROF weapons are easy to fix: Every-time a pony spends AP to fire with a weapon enchanted with Spirit of Flame, Lightning, and Poisons, they only gain the additional damage on the first shot.

Low AP weapons are a different problem. If we limit the amount of times Spirit of Flame, Lightning, and poisons can apply damage, this weakens those spells considerably. In addition, it still leaves the problem of those perks (and traits) that add to damage on each attack with low AP weapons. How to solve this problem, I simply do not know.

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Rippedshadow
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Re: Alternate Core Documents

Post by Rippedshadow » Mon Apr 01, 2013 6:31 pm

What if.

And this is crazy.

Damage perks added flat damage based on (base) weapon AP, instead of more d10's? Sure it's more math, but if you're using this system you should have a calculator handy anyway, so it's one more calculation added to many others. Doesn't fix enchantments, but... It's something to consider.

Granted, stuff like the 5mm minigun, which focuses on dakka, would get a huge boost per bullet, but hey. If you build it, the players will break it. It's all in how enjoyable the in-between is.
I do things, sometimes. Maybe...
Planetside 2? Maybe.

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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Mon Apr 01, 2013 6:57 pm

Hrm...well, how would you balance the flat damage with effects that decrease the AP to use a weapon Shadow? Would the perk scale as well, or would it be based on the original AP of the weapon?

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