Alternate Core Documents

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

Post by TyrannisUmbra » Thu Apr 11, 2013 9:40 pm

Kkat wrote: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.
I'm pretty sure those perks originally had 3 ranks a loooong time ago, but were later nerfed for various reasons.

Or at least, that's what my memory is prodding me with.

Just if you were wondering why they might be different. I know noticing something like that would bother me until I figured out why. >.>;
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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Sat Apr 13, 2013 5:45 pm

So, looking at the perk Gunslinger...I realized a couple things. First, it currently doesn't apply to Griffins, and they actually have hands.

Secondly, is there a reason why the perk couldn't be restructured to be used for MEW? It would make MEW more appealing to use, which I am all for.

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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Sun Apr 14, 2013 12:27 am

Sorry for the double post, but I have been working on a weight formula for ponies. Thanks to Wirepony, we have found a happy solution. This was originally done in kg, because its easier to math.

A ponies weight is calculated as (STR*(10 kg)*1.25)*(Frame Size). This results in your average pony weighing about 62.5 kg, or 138 pounds. This means your average pony can carry the average pony so long as they aren't carrying much else.

Frame Size is a flat multiplier. If a pony has small frame, multiply there weight by .75. If a pony has a normal frame, multiply weight by 1. If a pony has large frame, multiply weight by 1.25.

This means your average filly (5 STR) weighs 46.875 kg, or 103 pounds. Your average large frame pony weighs 78.125 kg, or around 172 pounds.

Thoughts?

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Night Light
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Re: Alternate Core Documents

Post by Night Light » Sun Apr 14, 2013 6:33 am

Viewing_Glass wrote:Sorry for the double post, but I have been working on a weight formula for ponies. Thanks to Wirepony, we have found a happy solution. This was originally done in kg, because its easier to math.
Hrm, given you've already posted that initial thought I might as well drop the alternate work we did, Viewing Glass. Looking at that initial formula, you get a potentially undesirable amount of variance in weights for ponies. Taking a cue from D&D, Viewing Glass and I worked out a possible alternative to that which is weight based on height. Our initial run was:

Small Frame: 2'+1d10", 50+3*1d10 pounds
Basic Frame: 3'+1d10", 75+5*1d10 pounds
Large Frame: 4'+1d10", 125+7*1d10 pounds

This is based on the logic that ponies seem to be relatively light in the show, at least compared to their real-world counterparts, and variance in pony height seems relatively minor. This gives the basic pony an average height of 3'5" and an average weight of ~100 pounds, a small frame pony an average height of 2'5" and an average weight of ~65 pounds, and a large frame pony an average height of 4'5" and an average weight of ~160 pounds. Viewing Glass and I feel like the weights for this work well, but the height difference and/or height variability could easily be tweaked. Not sure exactly what Kkat's vision is for just how small a Small Frame pony is intended to be, as there's not really a pony with it in the show we could think of, unlike Big Mac and Large Frame.

Also, while I'm here I might as well drop this up here for you to look at before our Tuesday game, Kkat,
Explodey Mc-Gee: +2d10 DMG with Explosives weapons per rank.
Buck Rodgers: Every ranged attack with weapons which use Magical Energy Weapons skill do +1d10 damage.
As it currently stands, Explodey Mc-Gee works with Battle Saddles, given they remain Explosives weapons they just aren't using the Explosives skill (note the difference in wording in Buck Rodgers and other similar perks, worded specifically as such to not function with Battle Saddles). As much as I would love to equip Muddie with two linked Grenade Machine Guns and have her blast out six grenades, each doing 30+9d10 damage (or more), for 30 AP, I'm assuming this is just an error.

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Mister_Clacky
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Re: Alternate Core Documents

Post by Mister_Clacky » Sun Apr 14, 2013 7:59 am

I can see a bit how Explody McGee could do with a fixing. It either needs to work for all explosives and give a 1d10 bonus (how we play it in 13 and Platypus, 2 ranks for all the 1d10 combat perks) or be more limited in scope and give more boom (mines, grenades, etc only with 2d10). I lean toward the former.
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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Sun Apr 14, 2013 12:24 pm

I would only fix Explodey McGee so that it doesn't apply to Battle Saddles. I would agree with you Clacky, but explosive weapons are some of the fewest in variance, highest in flat ammunition cost, and the only weapon type with a perk that halves the damage it does.

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Sun Apr 14, 2013 2:25 pm

Mister_Clacky wrote:I can see a bit how Explody McGee could do with a fixing. It either needs to work for all explosives and give a 1d10 bonus (how we play it in 13 and Platypus, 2 ranks for all the 1d10 combat perks) or be more limited in scope and give more boom (mines, grenades, etc only with 2d10). I lean toward the former.
As Viewing_Glass points out, there are very solid reasons why Explodee McGee offers the benefits that it does. It needs to continue to do so. I am tempted to say that the benefits should remain in effect even with Battle Saddles, as the severe difficulties of an Explosives-based fighting style do not change regardless of how the character is outfitted.
Night Light wrote:Hrm, given you've already posted that initial thought I might as well drop the alternate work we did, Viewing Glass. Looking at that initial formula, you get a potentially undesirable amount of variance in weights for ponies. Taking a cue from D&D, Viewing Glass and I worked out a possible alternative to that which is weight based on height. Our initial run was:

Small Frame: 2'+1d10", 50+3*1d10 pounds
Basic Frame: 3'+1d10", 75+5*1d10 pounds
Large Frame: 4'+1d10", 125+7*1d10 pounds
I think you should try a different approach. Offer a weight average and range, but don't have a randomized roll involved. I feel that having players roll for their character's height and weight would be like requiring them to roll for their eye color.

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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Sun Apr 14, 2013 5:10 pm

Alright then...hrm...well, we could have a standard pony weighing in the range between 75-125 pounds, with small frame meaning you weigh 25 pounds less and large frame meaning you weigh 25 pounds more.

Height could be kept at a range of 3-4 ft, with small frame subtracting a foot and large frame adding a foot.

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Night Light
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Re: Alternate Core Documents

Post by Night Light » Mon Apr 15, 2013 3:36 am

Kkat wrote:I think you should try a different approach. Offer a weight average and range, but don't have a randomized roll involved. I feel that having players roll for their character's height and weight would be like requiring them to roll for their eye color.
It's intended that the 1d10 can either be chosen or rolled randomly, whichever the player would prefer. The d10 just gives the range of options and relates height to weight.
Kkat wrote:I am tempted to say that the benefits should remain in effect even with Battle Saddles, as the severe difficulties of an Explosives-based fighting style do not change regardless of how the character is outfitted.
I can see that argument, double explosives battle-saddles is definitely a limiting factor for the user. Still a frightening amount of damage though.

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Tue Apr 16, 2013 7:12 pm

As per request:

The 10AP functions of the PipBuck can only be activated once a round. This prevents abuses with Integrated Targeting System.

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