Alternate Core Documents
Re: Alternate Core Documents
I do like the Aiming change. Makes Aiming/Dodging have a nice Offensive/Defensive stance thing going.
Just to clarify, the aimed bonus only applies to a single attack?
Just to clarify, the aimed bonus only applies to a single attack?
Re: Alternate Core Documents
Until I get more information, I'm undoing the change to regarding Stun damage getting half DT.
This issue with Stun damage is that Stun becomes drastically superior against higher-armored characters and monsters. Unfortunately, after a little math, I realized that the change to Stun damage was pushed through by extreme examples and that the new rules make Stun damage drastically *worse* than normal damage, as opposed to at least 20% cooler. Defense against Stun should be, in most cases, inferior to normal DT, but not cripplingly so.
Rosemary Thyme
Level 9
DT 4, Shield +8
Stun DT 12
Artifica
Level 14
DT 19
Stun DT 12
With these two examples, Rosemary already has more than double resistance to Stun (28, because shield gets double) and adding half DT just makes the gap even greater. Artifica, whose protection against Stun is appropriately lower suddenly gets a resistance to Stun higher than her actual DT. I similarly went through each of the PCs in both the Beyond Equestria game and uSea's game (where I play Artifica). Applying the proposed +1/2 DT rule to those characters cause every single character to gain a defense against Stun that was greater than their defense against normal damage. (In many cases, their Stun DT was already better than their normal DT, and drastically so for characters with shields.)
More examples from active PCs played under the current rules would help. If you would be willing to post your current characters' name, level, Stun DT and normal DT (with shield DT noted separately), this could be a big help.
Until then, I have instead changed heavy armor, power armor and higher monster armor perks so that they give a bonus to Stun DT, as well as a few individual light and medium armors. I hope that should actually solve the problem.
This issue with Stun damage is that Stun becomes drastically superior against higher-armored characters and monsters. Unfortunately, after a little math, I realized that the change to Stun damage was pushed through by extreme examples and that the new rules make Stun damage drastically *worse* than normal damage, as opposed to at least 20% cooler. Defense against Stun should be, in most cases, inferior to normal DT, but not cripplingly so.
Rosemary Thyme
Level 9
DT 4, Shield +8
Stun DT 12
Artifica
Level 14
DT 19
Stun DT 12
With these two examples, Rosemary already has more than double resistance to Stun (28, because shield gets double) and adding half DT just makes the gap even greater. Artifica, whose protection against Stun is appropriately lower suddenly gets a resistance to Stun higher than her actual DT. I similarly went through each of the PCs in both the Beyond Equestria game and uSea's game (where I play Artifica). Applying the proposed +1/2 DT rule to those characters cause every single character to gain a defense against Stun that was greater than their defense against normal damage. (In many cases, their Stun DT was already better than their normal DT, and drastically so for characters with shields.)
More examples from active PCs played under the current rules would help. If you would be willing to post your current characters' name, level, Stun DT and normal DT (with shield DT noted separately), this could be a big help.
Until then, I have instead changed heavy armor, power armor and higher monster armor perks so that they give a bonus to Stun DT, as well as a few individual light and medium armors. I hope that should actually solve the problem.
- Viewing_Glass
- Posts: 454
- Joined: Wed Jul 25, 2012 8:02 pm
Re: Alternate Core Documents
Yeah, that was my worry with the change we discussed. However, I like this change.
Viewing Glass
Level 17
DT 34, Shield +12
Stun DT 22
(Viewing Glass has a friend with armor that has been enchanted with a Spirit of Loyalty, and buffs himself and his friends with Alter Physiology (Expert) set to +2 END and +2 AGI). For fights, he buffs everyone with Pain Relief (Advanced). This is noted here so people's minds don't explode.)
Shadow Step
Level 9
DT 21
Stun DT 16
Strange Brew
Level 8
DT 39, 20% DR (Power Armor)
Stun DT 16
Firefly
Level 9
DT 8
Stun DT 16
As a note, I brought up the potential exploit of an Earth Pony able to always have SATS running with 4 perks: Cyberpony (Design 1), Integrated Targeting System, Pipbuck Training and Cooler Under Fire. However, due to time constraints, we didn't really have a chance to discuss it. Seeing as how broken this can easily be...how do we fix this?
Viewing Glass
Level 17
DT 34, Shield +12
Stun DT 22
(Viewing Glass has a friend with armor that has been enchanted with a Spirit of Loyalty, and buffs himself and his friends with Alter Physiology (Expert) set to +2 END and +2 AGI). For fights, he buffs everyone with Pain Relief (Advanced). This is noted here so people's minds don't explode.)
Shadow Step
Level 9
DT 21
Stun DT 16
Strange Brew
Level 8
DT 39, 20% DR (Power Armor)
Stun DT 16
Firefly
Level 9
DT 8
Stun DT 16
As a note, I brought up the potential exploit of an Earth Pony able to always have SATS running with 4 perks: Cyberpony (Design 1), Integrated Targeting System, Pipbuck Training and Cooler Under Fire. However, due to time constraints, we didn't really have a chance to discuss it. Seeing as how broken this can easily be...how do we fix this?
Re: Alternate Core Documents
These are converted to use the new Tough Hide.
Scrap
Level 9
DT 23, 10% DR
Stun DT 18 (10 Base, +8 from 2 ranks of Tough Hide)
Green Field
Level 12
DT 12
Stun DT 24 (14 Base, +8 from 2 ranks of Tough Hide, +2 from Security Armor)
Fixed their Stun DTs when I realized that I'm a fucking idiot.
This range chart is a definite improvement, It goes further to solve the issue of only getting a slight penalty over the difference of 100s of feet almost regardless of the type of weapon. It also personalizes penalties to each character and makes them a bit more unique which is a staple of this game that I've become quite fond of. Putting the ranges into character sheets would be an easy fix for the extra "mathiness". A benefit of playing online with spreadsheets.
Also, I'd like to make sure of what does and does not count toward the skill cap of 100. In the games that I've been in, it seems to be that the doubled stat and half luck, the fifteen from a tag, skill points, and traits count toward it and everything else allows you to go above to offset penalties. Clarification would be nice as well as how, if you've already maxed a skill, taking an extra special and raising it by 2 affects anything or if once maxed, any change just raises it beyond. Another issue I've thought of, is if you've say become addicted to a chem, the withdrawals give you have a penalty to a stat, are you technically able to put more points into that stat at a level up and then get rid of the addiction and thus have a higher skill? I understand that most players probably won't cheese wheel it this way, but it could be an issue and should at least be looked at.
Scrap
Level 9
DT 23, 10% DR
Stun DT 18 (10 Base, +8 from 2 ranks of Tough Hide)
Green Field
Level 12
DT 12
Stun DT 24 (14 Base, +8 from 2 ranks of Tough Hide, +2 from Security Armor)
Fixed their Stun DTs when I realized that I'm a fucking idiot.
[/quote]Kkat wrote:Rules Considerations (Part 2)
Range Chart changes as follows
Point Blank range <10 Feet. +40% accuracy with short range weapons. -10% with long range and battle saddles.
Short range 11-75 feet. +(Per)% accuracy with all weapons.
Medium range 76-300 feet. -(20-Per*2)% accuracy. Short range weapons suffer additional -10% accuracy.
Long range 301-750 feet. -(45-Per*3)% accuracy. Short range weapons cannot fire. Long range weapons gain +10% accuracy.
Very Long range 751-1500 feet. -(60-Per*4)% accuracy. Only long range weapons may fire.
Extreme Range 1501-3000 feet. -(100-Per*5)% accuracy. Only long range weapons with Sniper feature may fire. Sniper does not grant usual bonus.
Sniper feature no longer negates range penalty, instead granting a +2 effective Per to user for accuracy purposes.
This range chart is a definite improvement, It goes further to solve the issue of only getting a slight penalty over the difference of 100s of feet almost regardless of the type of weapon. It also personalizes penalties to each character and makes them a bit more unique which is a staple of this game that I've become quite fond of. Putting the ranges into character sheets would be an easy fix for the extra "mathiness". A benefit of playing online with spreadsheets.
Also, I'd like to make sure of what does and does not count toward the skill cap of 100. In the games that I've been in, it seems to be that the doubled stat and half luck, the fifteen from a tag, skill points, and traits count toward it and everything else allows you to go above to offset penalties. Clarification would be nice as well as how, if you've already maxed a skill, taking an extra special and raising it by 2 affects anything or if once maxed, any change just raises it beyond. Another issue I've thought of, is if you've say become addicted to a chem, the withdrawals give you have a penalty to a stat, are you technically able to put more points into that stat at a level up and then get rid of the addiction and thus have a higher skill? I understand that most players probably won't cheese wheel it this way, but it could be an issue and should at least be looked at.
Last edited by EDtiGron on Wed Jul 31, 2013 3:08 pm, edited 2 times in total.
Steam Account. Player in the New Bridle Project (formerly), G-Platypus, G13, and G-Data Redacted.
- TyrannisUmbra
- Global Moderator
- Posts: 523
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- Contact:
Re: Alternate Core Documents
G13 stats:
Harmony
Lv12
DT8
Stun DT 6
Rime
Lv12
DT12
Stun DT 6
Razor
Lv13
DT24(+5 spirit of diamond) = 29
Stun DT 16 (+12 tough hide lol) = 28
Proverb
Lv12
DT12
Stun DT 8
Logic Gates
Lv12
DT8
Stun DT 12 (+2 Security armor) = 14
Green Field
Lv12
DT14
Stun DT 14 (+12 Tough Hide +2 Security) = 28
So... stun DT is almost universally low in this group except in the case of ponies who take tough hide. (Also jeez, I never realized how bad everypony else's armor was...)
Harmony
Lv12
DT8
Stun DT 6
Rime
Lv12
DT12
Stun DT 6
Razor
Lv13
DT24(+5 spirit of diamond) = 29
Stun DT 16 (+12 tough hide lol) = 28
Proverb
Lv12
DT12
Stun DT 8
Logic Gates
Lv12
DT8
Stun DT 12 (+2 Security armor) = 14
Green Field
Lv12
DT14
Stun DT 14 (+12 Tough Hide +2 Security) = 28
So... stun DT is almost universally low in this group except in the case of ponies who take tough hide. (Also jeez, I never realized how bad everypony else's armor was...)
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Current PNP characters: <Non-FoE Only>
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- SilverlightPony
- Global Moderator
- Posts: 493
- Joined: Sat Mar 17, 2012 4:21 pm
Re: Alternate Core Documents
In the actual game she's used in, we've tweaked a few things, but if we were using the rules as written, my Lvl. 6 alicorn Starshine would have no natural DT, and she hasn't picked up any armor, leaving only her shield (DT 20), and she would have a stun DT of 12.
My other character, Silvermane, is built on a rather out-of-date version of the rules (last edit to the character sheet was back in March), but assuming everything is still valid, he's got DT 14 from armor, a shield with DT 8, and would have a stun DT of 12.
My other character, Silvermane, is built on a rather out-of-date version of the rules (last edit to the character sheet was back in March), but assuming everything is still valid, he's got DT 14 from armor, a shield with DT 8, and would have a stun DT of 12.
- Night Light
- Posts: 51
- Joined: Sat Dec 29, 2012 11:58 am
Re: Alternate Core Documents
As we were discussing this morning, Kkat, these changes will definitely make Stunning an often-superior option to regular damage, but no more so than Armor Piercing, which seems perfectly fine. Especially given Stunning weapons are certainly rare.
Night Light
Level 18
DT 57, DR 20%, Resist All (but Fire) 20%, Resist Fire 30%
Stun DT 22
(Note that 4 of Night Light's DT and 4 of his Stun DT comes from Viewing Glass casting Alter Physiology (Expert) set to +2 END and +2 AGI and Pain Relief.)
Not technically mine, but might as well include her,
Mud Pie
Level 17
DT 49, DR 20%, Resist All (but Fire) 41%, Resist Fire 51%
Stun DT 18
(Same note as above, though with the additional 7 DT and 21% Resist All from Night Light's Spirit of Loyalty (SA 7) armor. Technically speaking, Muddy's DT/Fire Resistance won't be that high till we install the Ancient Wyrm Dragonhide into her armor next session, figured I might as well note what it will be though.)
Night Light
Level 18
DT 57, DR 20%, Resist All (but Fire) 20%, Resist Fire 30%
Stun DT 22
(Note that 4 of Night Light's DT and 4 of his Stun DT comes from Viewing Glass casting Alter Physiology (Expert) set to +2 END and +2 AGI and Pain Relief.)
Not technically mine, but might as well include her,
Mud Pie
Level 17
DT 49, DR 20%, Resist All (but Fire) 41%, Resist Fire 51%
Stun DT 18
(Same note as above, though with the additional 7 DT and 21% Resist All from Night Light's Spirit of Loyalty (SA 7) armor. Technically speaking, Muddy's DT/Fire Resistance won't be that high till we install the Ancient Wyrm Dragonhide into her armor next session, figured I might as well note what it will be though.)
- Dance_Explosion
- Posts: 81
- Joined: Fri Feb 08, 2013 7:15 pm
Re: Alternate Core Documents
I cant say much about my charicters effective stun DT now, as one is a ghost and immune to that sort of thing, but i think it use to be somthing like
Zahhcks Megido
DT 25
DR10%
stun DT around 22-23ish? i think.
Ishantea Deamon-Tongue
DT9
stun DT 16?
also!
Zebra martial arts are now ready for review and testing, let me know if anyone thinks they need some re-balancing, changes due to rule updates, or need to be better / weaker to fit in with the levels listed for the ranks of the perks.
all the benefits the perks provide are for unarmed/melee weapons and attacks depending on the style as listed, unarmed for unarmed, melee for melee, and mixed for both.
can only use one style per round
Pre requisites: zebra level 6/10/14
note: only one style may be used in the same round.
----------------
each rank: +5 unarmed +5 stealth
Fallen Caesar Style- anti-armor+stealth+single heavy attacks-unarmed
Rank 1: for every 3AP spend in addition to an attack ignore 1 point of DT, +5% crit chance on sneak attacks
rank 2: for every 2AP spend in addition to an attack ignore 1 point of DT, +10% crit chance on sneak attacks
rank 3: for every 1AP spend in addition to an attack ignore 1 point of DT, +15% crit chance on sneak attacks
Mastery:unarmed attacks ignore 5 DT
------------
Doom bunny Style- take drugs punch a bear-mixed
each rank: +5 unarmed and melee
rank 1: Rage, dash, and buck bonuses increase by 25% [round up] and reduce drug duration by 25% addiction chance is reduced by 5% [min of 0]
rank 2: Rage, dash, and buck bonuses increase by 50%, med-x increases by 25% [round up] and reduce drug duration by 50% addiction is reduced by 10% [min of 0]
rank 3: Rage, dash, and buck bonuses increase by 75%, med-x/stampede increases by 50% [round up] and reduce drug duration by 50% addiction is reduced by 15% [min of 0]
Mastery: gain combat maneuver “Bear Punching”, +20Ap to attack with melee/unarmed gain double the bonuses from rage and buck for the attack at the expense of 1 minute of drug duration.
note: doom bunny cannot be used in the same combat as any other style, unless the perk "Grand master" has been taken.
--------------------------
Each rank: +5 melee +5 survival
Dragon Hunter Style- agile- damage dealing - for fighting big things-melee
rank 1: reduce all unarmed and melee attacks AP cost by 2 [minimum of 10].
rank 2: reduce all unarmed and melee attacks AP cost by 3 [minimum of 10]. gain +1d10 damage per size the target is larger then you are.
rank 3: reduce all unarmed and melee attacks AP cost by 4. gain combat maneuver "great hunt" for +20AP gain +2d10 to limbs for every size larger, bonus dice multiply for crippling weapons.
mastery: dodge bonuses gain %50 bonus verses attacks made by any foe 2 sizes larger the the martial artist.
-----------------
each rank +5 unarmed and medicine
Iron chain style- defense, submission, stunning mixed
rank 1: gain 1DT per 10% of your dodge bonus. +5% to all parry attempts.
rank 2: gain 2DT per 10% of your dodge bonus. +1 per rank of this style to checks to maintain a pin. +10% to parry.
rank 3: gain 3DT per 10% of your dodge bonus. all melee/unarmed attacks may deal stunning damage. Disarm actions are taken at a minus 20% not 40%
mastery: combat maneuver "Breakaway roping " 30AP uses readied restrains on pinned pony [rope, hoof cuffs, duct tape, etc] on one set of the pinned targets limbs [front legs, back legs, or wings]
-----------
each rank +5 survival +5 sneak
Dancing Shadows Style- stealth, item based, mixed
Rank 1: +10 damage on sneak attacks with melee/unarmed , reduces the cost of using items out of your inventory by 5 AP. “Blade of Death” applying poison to a melee or unarmed weapon costs only 10 AP in combat.
Rank 2: +20 damage on sneak attacks with melee/unarmed, “Lightless shadows” using smoke bombs only cost 10 ap.
Rank 3: +30 damage on sneak attacks with melee/unarmed, basic move actions cost 10AP [does not include climbing, jumping,or sprinting/charging].
Mastery: “Stolen Rain” may use the Thief perk to steal ammo from inside weapons or to jam them.
new perk: Grand Master level 20 PRQ master rank in two zebra styles
Benefits: may use multiple styles in the same round
lemme know what you think.
Zahhcks Megido
DT 25
DR10%
stun DT around 22-23ish? i think.
Ishantea Deamon-Tongue
DT9
stun DT 16?
also!
Zebra martial arts are now ready for review and testing, let me know if anyone thinks they need some re-balancing, changes due to rule updates, or need to be better / weaker to fit in with the levels listed for the ranks of the perks.
all the benefits the perks provide are for unarmed/melee weapons and attacks depending on the style as listed, unarmed for unarmed, melee for melee, and mixed for both.
can only use one style per round
Pre requisites: zebra level 6/10/14
note: only one style may be used in the same round.
----------------
each rank: +5 unarmed +5 stealth
Fallen Caesar Style- anti-armor+stealth+single heavy attacks-unarmed
Rank 1: for every 3AP spend in addition to an attack ignore 1 point of DT, +5% crit chance on sneak attacks
rank 2: for every 2AP spend in addition to an attack ignore 1 point of DT, +10% crit chance on sneak attacks
rank 3: for every 1AP spend in addition to an attack ignore 1 point of DT, +15% crit chance on sneak attacks
Mastery:unarmed attacks ignore 5 DT
------------
Doom bunny Style- take drugs punch a bear-mixed
each rank: +5 unarmed and melee
rank 1: Rage, dash, and buck bonuses increase by 25% [round up] and reduce drug duration by 25% addiction chance is reduced by 5% [min of 0]
rank 2: Rage, dash, and buck bonuses increase by 50%, med-x increases by 25% [round up] and reduce drug duration by 50% addiction is reduced by 10% [min of 0]
rank 3: Rage, dash, and buck bonuses increase by 75%, med-x/stampede increases by 50% [round up] and reduce drug duration by 50% addiction is reduced by 15% [min of 0]
Mastery: gain combat maneuver “Bear Punching”, +20Ap to attack with melee/unarmed gain double the bonuses from rage and buck for the attack at the expense of 1 minute of drug duration.
note: doom bunny cannot be used in the same combat as any other style, unless the perk "Grand master" has been taken.
--------------------------
Each rank: +5 melee +5 survival
Dragon Hunter Style- agile- damage dealing - for fighting big things-melee
rank 1: reduce all unarmed and melee attacks AP cost by 2 [minimum of 10].
rank 2: reduce all unarmed and melee attacks AP cost by 3 [minimum of 10]. gain +1d10 damage per size the target is larger then you are.
rank 3: reduce all unarmed and melee attacks AP cost by 4. gain combat maneuver "great hunt" for +20AP gain +2d10 to limbs for every size larger, bonus dice multiply for crippling weapons.
mastery: dodge bonuses gain %50 bonus verses attacks made by any foe 2 sizes larger the the martial artist.
-----------------
each rank +5 unarmed and medicine
Iron chain style- defense, submission, stunning mixed
rank 1: gain 1DT per 10% of your dodge bonus. +5% to all parry attempts.
rank 2: gain 2DT per 10% of your dodge bonus. +1 per rank of this style to checks to maintain a pin. +10% to parry.
rank 3: gain 3DT per 10% of your dodge bonus. all melee/unarmed attacks may deal stunning damage. Disarm actions are taken at a minus 20% not 40%
mastery: combat maneuver "Breakaway roping " 30AP uses readied restrains on pinned pony [rope, hoof cuffs, duct tape, etc] on one set of the pinned targets limbs [front legs, back legs, or wings]
-----------
each rank +5 survival +5 sneak
Dancing Shadows Style- stealth, item based, mixed
Rank 1: +10 damage on sneak attacks with melee/unarmed , reduces the cost of using items out of your inventory by 5 AP. “Blade of Death” applying poison to a melee or unarmed weapon costs only 10 AP in combat.
Rank 2: +20 damage on sneak attacks with melee/unarmed, “Lightless shadows” using smoke bombs only cost 10 ap.
Rank 3: +30 damage on sneak attacks with melee/unarmed, basic move actions cost 10AP [does not include climbing, jumping,or sprinting/charging].
Mastery: “Stolen Rain” may use the Thief perk to steal ammo from inside weapons or to jam them.
new perk: Grand Master level 20 PRQ master rank in two zebra styles
Benefits: may use multiple styles in the same round
lemme know what you think.
Ask me about shamanism, i can FAQ it for you.
- TyrannisUmbra
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Re: Alternate Core Documents
I love some of those, but I think some of them have too much going for one thing. A lot of them feel like multiple perks in one, and might be a little too strong as a single perk, unless of course we're talking Lv15-20+ perks, though I suspect that they're supposed to be available quite a bit earlier. Specifically, Fallen Caesar and Dancing Shadows strike me as very strong (each of them could easily be split into two strong 3-rank perks [Well, maybe a 1/2-rank and a 3-rank with Fallen Caesar]), with Dragon Hunter being maybe above average. Doom Bunny is... odd. It might be very strong, or it might be above average. I'd be careful with that one, at least.
Oh, and it needs a guns-based fighting style. Most likely based on pistols and other small firearms.
Oh, and it needs a guns-based fighting style. Most likely based on pistols and other small firearms.
Primary IRC nicks: TyrannisUmbra, Silver_Wing
Current PNP characters: <Non-FoE Only>
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- Dance_Explosion
- Posts: 81
- Joined: Fri Feb 08, 2013 7:15 pm
Re: Alternate Core Documents
Dancing shadows is a bit of a weird one to be honest, it's mechanics are based around making items faster for use, but the bonus damage is only on melee/unarmed sneak attacks so i don't think its that big a deal. And iv actually nerfed Fallen ceaser style a few times so far from its original suggested form actually >.>, Dragon hunter has some of the highest damage potential or any perks, but pretty much you only getting the full benefits on things with leviathan hide. Doom bunny is a bit finicky since its super easy to find yourself addicted to ALL the chems if your not careful.
And there will not be a gun based style for the kicking and stabbing perk types. granted nothing will stop you from being able to use guns with most of these styles like Iron Chain and Dragon hunter for some of the defensive bonuses.
And there will not be a gun based style for the kicking and stabbing perk types. granted nothing will stop you from being able to use guns with most of these styles like Iron Chain and Dragon hunter for some of the defensive bonuses.
Ask me about shamanism, i can FAQ it for you.