Rating System Rules

A place to discuss any PnP (Pen and Paper) role-playing games you are working on.
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icekatze
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Rating System Rules

Post by icekatze » Wed Aug 14, 2013 4:09 pm

hi hi

By request, I am making this thread as a central place to keep and discuss the rules for my RPG system, ever a work in progress. If you have any suggestions, questions or requests for clarifications you can post them here or send me a PM. I will attempt to keep the rules updated here, along with any house rules documents that people submit.

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Alternate Editions:

Fallout Equestria RPG: Dead /foe/ts Society edition (House Rules / Revised Edition by CaptainHoers)
Simplified FO:E RPG 4.0 rules (Incomplete)

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Mane Edition:
FO:E RPG 2.1
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Core Rules
Character Creation - (Optional Races)
Big Book of Magic
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Lists of Things
Perks Traits and Flaws List
Spell List
Weapon List
Armor List
Aid List
Vehicle List
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Player Aids
Character Sheet
Combat Helper
Gear Maker Spreadsheet
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Modules
Foal's Errand

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FO:E RPG 2.0 can still be found below.
Spoiler: show
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• Core Rules
• Big Book of Magic
• Perk List
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Lists of Things
Aid List
• Armor List
Weapon List
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Player Aids
Character Sheet (Basic)
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House Rules
Last edited by icekatze on Sat Dec 03, 2016 2:24 pm, edited 7 times in total.

Shady_steps
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Re: Rating System Rules

Post by Shady_steps » Wed Aug 14, 2013 5:53 pm

I plan to use this ruleset in a game i am working on soonish (got stuff to work out) it works well and is a ton of fun, give it a go if you have the chance, its a great alternative to the "normal" Ruleset.

AMARDA
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Location: New Zealand

Re: Rating System Rules

Post by AMARDA » Wed Aug 14, 2013 6:59 pm

Seconding what Shady said. Awesome system, plays real nice and has lots of options.
Xavi, target 45: 97 [5d100=16,2,32,26,21]

Epic set of rolls is epic.

Fallout New Vegas Lets Play!
Fallout New Vegas Lets Play 2!

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MisterMoniker
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Re: Rating System Rules

Post by MisterMoniker » Wed Aug 14, 2013 9:40 pm

I think I'll give this system a shot with the local game I'm about to start hosting. Will update as events warrant.

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f1r3w4rr10r
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Re: Rating System Rules

Post by f1r3w4rr10r » Thu Aug 15, 2013 2:18 am

Oh I would really like to try that one.

Also: What do you think of adding Minotaurs as a race? ^^ I could even help you guys out with making up unique stats for them.

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icekatze
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Re: Rating System Rules

Post by icekatze » Thu Aug 15, 2013 8:42 am

hi hi

I appreciate the support, y'all. :) The idea was to be simple, so most of the options should be just that, optional. As long as you've got target numbers and skill ratings, it should work out.

MisterMoniker: I'll look forward to hearing how it goes. Here's hoping for the best.

f1r3w4rr190r: There was a Minotaur in the show, so there's at least a starting point for making a whole race of them. I haven't seen any interest in them until just now, but I'm sure there's a way to work them in. I'll think of something, but suggestions, ideas and such would certainly help.

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f1r3w4rr10r
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Re: Rating System Rules

Post by f1r3w4rr10r » Thu Aug 15, 2013 9:10 am

For a fact, I play one in Revenge Group. I also played her in Sand Group. Our improvised rules for Minos for now are as follows:
Spoiler: show
Minotaur:
Minotaurs gain 30 HP at the start, and have the strength requirements for any weapon reduced by 2. They might choose to wield certain melee weapon with both hands or pick up a shield to get a mobile cover for a part of their body. They also access inventory, reload and switch weapons at half cost. Unfortunately their size is a bit larger than that of an equine. Enemies have a 5% larger chance to hit a minotaur.

We have also taken the Perks from Sand Group and just altered the DR from "Mooo" to DT.

You can also have a look at her sheet here.

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icekatze
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Re: Rating System Rules

Post by icekatze » Fri Aug 16, 2013 2:30 pm

hi hi

The list of optional races was getting rather lengthy, so I split it off into a branch document. The Optional Races document. The first draft of Minotaur are in, as well as a rough draft of Cattle/Brahmin. (Mutation traits to come later.)

I am currently in the process of tweaking vehicle rules slightly in an attempt to make carrying capacities and speeds more consistent. I hope to have a fleshed out list of carts and wagons when I am finished.

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icekatze
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Re: Rating System Rules

Post by icekatze » Tue Aug 20, 2013 5:10 pm

hi hi

I finally got vehicles figured out, including the ever difficult hurdles of different power sources and sizes. I don't have a comprehensive list yet ((and might not ever get that done on my own)) but there are rules for making your own, and I have a Vehicle maker spreadsheet to make that easier. It has sections for personal scale and heavy scale vehicles, and I will make a section for light scale and capital scale vehicles as soon as I get some free time. (I will also have to go back and make some alterations to the vehicle character sheets, but that shouldn't be hard.

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icekatze
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Re: Rating System Rules

Post by icekatze » Fri Aug 23, 2013 1:29 pm

hi hi

I have been considering virtues for the last couple of days and I have added a couple of short optional rules to help clarify and expand somewhat on the Values system.

The first optional rule is one that I had been thinking about for some time, but never got around to writing down. It gives the players some leeway for refusing to cooperate when an NPC succeeds in a social test against them. When using this rule, if an NPC succeeds in demanding, negotiating or persuading something from a PC, the player can choose to play along, or refuse at the cost of Values damage. That damage represents the doubt, regret, etc. that the NPCs plea has planted in the character's mind, and is something that will distract them until they have a chance to heal it off. (Possibly by going to a spa.)

This rule has the potential to help GMs be more confident in using NPC social skills against player characters without fear of god modding, but it has the potential to lessen the effectiveness and danger of social villains. Use at your best discretion.
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The second optional rule is designed to give values more usefulness for people who want them to play a larger role in gameplay. By using the second rule, the Players can declare that a small, immediate goal is important to their character. (Such as, "I must protect this pony," or "I must defeat this villain.") When they do so, they can use a thematically appropriate value as a limited resource for the duration of the scene. The player splits up the rating of the value however they choose, and adds it to the result of which rolls they choose. (example: A character with a rating 15 value might increase 3 rolls by 5, or 5 rolls by 3.) If successful their value is reset to normal, but if they fail, they receive an equal amount values damage representing their feelings of loss, anger, despair, etc.

This rule has the potential to make values a more central part of the game, and give players a reason to consider them more closely, but it also has the potential to polarize player decisions if the stakes become too high. Use at your best discretion.

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