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 » Mon Apr 08, 2013 3:05 pm

We don't have fragile weapons because there were severe problems with the idea. (Not the least of which being that it made a whole class of weapons that are already suffering downright undesirable.) Reliable weapons would also lead towards abuse of the Built to Destroy trait. All in all, it's not a very good idea for the game.
Rabbs wrote:Me and a few others have come up with an interesting idea for an alternative way to run weapon degradation. Instead of going off of just crit-fails why not extend it to the whole roll.
I'm afraid that is the sort of mechanic that we were purposefully avoiding when we crafted the current weapon degradation rules. That sort of Condition Rating adds an even messier amount of unnecessary math to add to the game. Combat is already slow enough without adding additional rolls, calculations or (worst idea ever) tracking for item condition per shot.

Not that this should discourage you from experimenting with that as a house rule in your own games. It's just not something we want in the official mechanics.
Last edited by Kkat on Mon Apr 08, 2013 3:13 pm, edited 1 time in total.

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Rabbs
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Re: Alternate Core Documents

Post by Rabbs » Mon Apr 08, 2013 3:10 pm

Oh! I didn't know the fragile thing was removed. This was just an extension of it. Oh well I mite consider having it in a hardcore style game later on.
"I AM A SEXY SHOELESS GOD OF WAR!!"
Belkar Bitterleaf
"I represent angry gun toting meat eating f--king people!"
Denis Leary

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Wed Apr 10, 2013 1:38 am

Minor Adjustments:
  • Spread Thin now clarifies (hopefully unnecessarily) that it cannot be taken along with One Trick Pony.
  • When fighting with Multiple Weapons which do not have matching AP costs, attacks cost the AP of the more expensive AP weapon.
  • The Shotgun Surgeon perk has been clarified as an exception to the normal increase/decrease rules: the reduction to DT given by Shotgun Surgeon is applied before other calculations.

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Cloud-e
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Re: Alternate Core Documents

Post by Cloud-e » Wed Apr 10, 2013 9:15 am

Okay, I just got off the rulesheet, and had a couple points regarding Barter. I slapped together a calculator to help me work through my players' shopping quicker (never really got efficient with percentages) and noticed a couple things. First: this is the rules as they appear in the document.
The cost for a PC to buy an item will be equal to: 155% - [Barter x 0.45%] x modifier.
The value at which a PC can sell an item is equal to: 45% -[Barter x 0.45%] x modifier.
Is the selling price meant to be 45%+[Barter x 0.45%]? I'm assuming so, because as it stands there, you actually sell for less the higher barter skill you have.

Also, is it just me, or is the Barter skill absolutely worthless? Throwing a sniper rifle into the equation (Val:1200) gives me a difference of... under half a cap to buy for the extremes of 11 and 110 barter values. Is it a math error, or is barter just that bad?
Barter x 45% at least gives me a 44.5 cap difference, but I'm pretty sure the effects need to be even larger if it's to convince any player to just throw away their skill points on it.

Heck, buying a sniper rifle from a settlement that worships you with a 100 barter differs from a town that loathes you at 10 barter by a mere nine caps.
Your local sky-gazing earth pony.
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Rabbs
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Re: Alternate Core Documents

Post by Rabbs » Wed Apr 10, 2013 1:32 pm

I use a different barter formula
Buy [((Base cost x Condition) x (145% + Merchant Barter% - Player Barter%)) x modifiers]
Sell [((Base cost x Condition%) x (45% + Player Barter% - Merchant Barter%)) x modifiers]

So lets say you got to buy a Battle Rifle that has a base cost of 1000caps, your barter is 50 and the merchants is 40 the formula would be ((1000x1) x (145%+40%-50%))=1000x1.35=1350
now lets say your barter is 80 and the same weapon ((1000x1) x (145%+40%-80%))=1000x1.05=1050
Now lets say you're trying to sell the same weapon ((1000x1) x (45%+50%-40%))=1000x.55=550
And once more with you're batter set to 80 ((1000x1) x (45%+80%-40%))=1000x.85=850
and just to show how it looks for a character with no points in barter, lets say a barter of 15 ((1000x1) x (145%+40%-15%))=1000x1.7=1700
and selling just to show how important barter will be ((1000x1) x (45%+15%-40%)=1000x.2=200
All math done considering the weapon is at 100% condition

My formula make having a barter skill of at least 30-40 important. A party wont necessarily need a dedicated barter character as chems or gear would help greatly, as would skill magazines.
"I AM A SEXY SHOELESS GOD OF WAR!!"
Belkar Bitterleaf
"I represent angry gun toting meat eating f--king people!"
Denis Leary

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Wed Apr 10, 2013 3:28 pm

Cloud-e wrote:Is the selling price meant to be 45%+[Barter x 0.45%]? I'm assuming so, because as it stands there, you actually sell for less the higher barter skill you have.
Yes. Fixed. Thanks for the catch.

Assume a Sniper Rifle in Good Condition: 1200 caps base price.

Barter..........Buying Price..........Selling Price
10....................1806....................594
25....................1725....................675
50....................1590....................810
75....................1455....................945
90....................1374...................1026
100..................1320...................1080

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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Wed Apr 10, 2013 3:53 pm

As a side note, modifier probably should have a definition. Currently it does not and can cause some confusion.

What we have been doing in the Stalliongrad campaign:

Modifier has a base value of 1.

For Purchasing:
For each increase in reputation, subtract 0.1 to the modifier.
For each decrease in reputation, add 0.1 to the modifier.

For Selling:
For each increase in reputation, add 0.1 to the modifier.
For each decrease in reputation, subtract 0.1 to the modifier.

This hopefully will remove confusion regarding the modifier value (as I know I was confused in regards to it when I was first figuring it out).

I also have a barter calculator so you can play with values (and maybe even use it for your games!).

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

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Wed Apr 10, 2013 4:29 pm

For some reason, some of the perks that give +d10 to attack types had two ranks (Iron Hoof, Armed & Dangerous, Buck Rodgers) while others had three ranks (Explodee McGee, Lethal Swordsmare). To standardize, all these perks now have a uniform three ranks.

Years of Applebucking is no longer an alternate name for Iron Hoof, but a EP perk that grants a Mastery bonus of an extra +d10 if the pony also has all three ranks of one of the above skills.

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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Thu Apr 11, 2013 4:33 pm

So, after realizing that you can, when you use Fast Shot and Lead Rain in concert, fire a 15 AP Firearm or Magical Energy Weapon for 5 AP or fire a flamer for 0 AP, I would like to propose the following addition to both Fast Shot and Lead Rain:

This trait/perk may not reduce the cost of firing a weapon below 10 AP.

Trying to stop the cheese making before it starts,

Viewing_Glass

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Thu Apr 11, 2013 4:45 pm

Viewing_Glass wrote:This trait/perk may not reduce the cost of firing a weapon below 10 AP.
The following line has been added to the Basic Combat Actions section: With the exception of the Speed Burst perk, no effect or combination of effects can reduce any action’s AP cost below AP 10.

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