Actually, Jus’ buck it an’ it’ll be fine! is EP exclusive.Thanqol wrote:The point isn't that those choices aren't effective, it's that they're not EP exclusive.Viewing_Glass wrote:Or they could take Egghead and gain 2 extra skill points a level or take Hit the Deck and negate half of all explosives damage starting at level 1 or take Jus’ buck it an’ it’ll be fine! and ignore jamming 75% of the time when it would normally occur.
Actually, they can cast it 30 times, healing 23 HP a shot for a total of 690 HP in between combats. This is nice, but how much of that healing will only be applied to the unicorn? Judging by the numbers I am getting from other groups about the amount of healing supplies/green herbs that they are finding, those 30 times will be split among the group. By removing any focus on their magic, the unicorn only has the horn jousting perks available to them. A pegasus with flight 1 certainly can get out of melee combat easy...unless the opponent has flight. And that movement won't get them out of range of a rifle, which can quite easily take out the pegasi's wing and drop them to the ground, possibly killing them. Meanwhile, the EP that spent that extra perk on gaining an extra 2 DT is weathering the battle better than either of his friends.Thanqol wrote:Strain scales up as you level. A level 10 unicorn with 5 END and 3 potency can cast Restoration 20 times to heal 24HP per shot, giving him basically 400 extra HP in between combats without spending a single spellcasting perk. Even flight rank one gives a gunfighter the ability to lift out of melee range and therefore attain immunity to hand-to-hand combat. These are strategic edges that far outweigh the extra +2 DT.The unicorn could totally ignore their magic, but in return they give up that Niche Protection you were talking about. As for being able to spell cast freely...well, let's just say that the Strain Mechanic works quite well to keep a Unicorn from spellcasting freely. Some of the spells need to be tightened up, and I am working on that. And while being able to go twice as fast as anyone else, unless you are a melee/unarmed fighter, it generally isn't that big of a concern considering that range increments are in feet while movement is in yards.
Actually, the system you suggested does not help refine Mechanics or Invention. As Dimestream pointed out, it increased perk bloat and adds a new mechanic to the game. All it does is provide a system wherein an Earth Pony can go forth and make stuff out of random things around them...until, as Dimestream pointed out, they run out of Invention Points and can no longer be clever for the rest of the day.Thanqol wrote:I made a thread?Alright. If you think its underdeveloped, how do we develop it further?
It's not what you have to go with, but you could try rebutting assertions made in the thread.
I enjoy that theory as well. However, with the limited skill set of the current system, it makes it difficult, if not impossible, for this to occur. My Twilight Sparkle Style-Unicorn has base 100 in Survival, Medicine, and Science. However, with a one-trick pony (Eldritch Knives) Unicorn (and science is his special talent), that means he also has a 115 in science. Our Earth Pony Mechanic has 75 in Science as well. Our One-Trick Unicorn is approaching a 100 in Medicine, while our Earth Pony mechanic is also putting points into Medicine.Thanqol wrote:I am of the theory that every character should be designed to have something to do in physical, mental and social situations so that they're never left sitting uselessly.Actually, its quite true. I've seen players get overshadowed and been the player overshadowed in both RP and Mechanics (try playing a social character in a game that's a dungeon crawl sometime, or a combat-focused character in a game that's about politics). The GM is the ultimate control over whether or not a player will be overshadowed. While mechanics can help prevent a character from being overshadowed sometimes. it will never prevent a given character from being overshadowed.
Now Kkat has done a wonderful job of making sure that each character has something to do. We have seen parallel hacking against a spirit of machines, my unicorn has spent his time performing surgery after an attack on a settlement we interrupted (had to do it strictly with the medicine skill. Teleporting a group of 6 ponies around takes up a TON of strain, as it should). However, there are still times where I hardly make a roll or input much at all. Kkat is an absolutely fantastic GM, but there are some situations we are in where my character just can not help, and that is no fault of hers.
...Except the EP niche is they are the best specialists. The cyborg bit just enforces that.Thanqol wrote:Currently the EP niche is they make better cyborgs. If that's not even consistently applied then, well, then their niche is that they have one extra perk.Actually, some people do, others don't. I know several people who don't like the current implementation of the Cybersuite perks, as they are the only perks that also give the player a penalty. But that is a discussion for a different time.
The ability for an EP to create schematics is with the skill related to their special talent. Everyone else has to use Science to create a schematic, or Medicine, or Survival (for the purposes of making an alchemical schematic). No one else is stealing that from Earth Ponies, as this was never solely given to Earth Ponies in the first place.Thanqol wrote:I am arguing against the point that the supposed EP ability to 'create schematics' is so easily stolen by other pony races that it may as well not even be an ability.Bolded for our benefit.
However, if what worries you about what to allow players to invent will break the game, then perhaps we need a guide to inventing in general.