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 » Sat Aug 17, 2013 3:42 pm

Rabbs wrote:@Dance_Explosion: That is why it's playtesting. -15 is not that big a deal and I'm working up a way for battle saddles to suffer less of a penalty. Just to make battle saddles a little more appealing.
Battle saddles don't need to be any more appealing. Being able to make two attacks for the cost of 1 with no penalty other than needing more caps, a vendor, and a workbench successfully cements battle saddles as the best way to deal damage ever.
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Dance_Explosion
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Re: Alternate Core Documents

Post by Dance_Explosion » Sun Aug 18, 2013 6:10 pm

Best ranged way at least, a good melee build can do just as much or more damage, the battle saddles suffer from being very "stiff" its not possible to change weapons inside of a battle and its very hard to have no other form of attack then battle saddles, but yes, Battle Saddles are a very easy way to do a lot of damage, but almost every other way can do more by dumping loads of perks into it which battle saddles just do not get the chance to do.

Also a -15 to hit is not that big a deal, but a +15 ap cost is for not having the STR to use the gun properly, and a -15 can be a LOT at low to middle levels.
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Re: Alternate Core Documents

Post by Rabbs » Sun Aug 18, 2013 7:58 pm

I see your point. I'm lowering it to only a +2 STR for full-auto. I had missed the extra AP stuff for being under STR for a weapon.
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Viewing_Glass
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Re: Alternate Core Documents

Post by Viewing_Glass » Mon Aug 19, 2013 7:21 pm

Fixed an issue where having a temporary boost to your INT could give you additional skill points on my sheet.

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Ilushia
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Re: Alternate Core Documents

Post by Ilushia » Wed Aug 21, 2013 11:03 am

Got a first draft of virtue rules. The virtue list is incomplete, but the mechanics are complete I think. Hopefully I didn't forget something really stupidly. Probably flawed, but hopefully useful.

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Re: Alternate Core Documents

Post by TyrannisUmbra » Wed Aug 21, 2013 2:02 pm

Ilushia wrote:Got a first draft of virtue rules. The virtue list is incomplete, but the mechanics are complete I think. Hopefully I didn't forget something really stupidly. Probably flawed, but hopefully useful.

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I love this. A lot. Like... a lot a lot. It provides more ways to add character depth, and adds gameplay value to what would normally be RP-only, without really penalizing it.

Only thing I can really see as needing something added is Connections. They're a little too vaguely described. It might help to have a short list of "common" connections you might see somepony have. Like... maybe 5-10 or so different ones, to give a better idea of how they should work and be structured. As described now, I'm still not quite sure what exactly I should use as connections for my characters. I have a bit of an idea, but I'm not sure if my idea is right, if you understand what I mean?
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AffeTrollkarl
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Re: Alternate Core Documents

Post by AffeTrollkarl » Wed Aug 21, 2013 2:50 pm

Should a character’s Integrity reach 0 and remain there for three sessions in a row, the character is considered to have lost themselves to the wasteland and is removed from play. The most tragic villains are those who began as heroes and failed.
I get hitched up on the "removed from play" bit here. Does this mean that one wouldn't be able to play an evil, corrupted character? Or a raider of some sorts? One who already has lost their way because of the Wasteland? Feels kinda limiting to me. I don't usually play these kinds of character, but shouldn't the option of playing them still be available? Or am I misenterpreting it?
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Ilushia
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Re: Alternate Core Documents

Post by Ilushia » Wed Aug 21, 2013 3:02 pm

TyrannisUmbra wrote:Only thing I can really see as needing something added is Connections. They're a little too vaguely described. It might help to have a short list of "common" connections you might see somepony have. Like... maybe 5-10 or so different ones, to give a better idea of how they should work and be structured. As described now, I'm still not quite sure what exactly I should use as connections for my characters. I have a bit of an idea, but I'm not sure if my idea is right, if you understand what I mean?
I'll work out something for this. Need to deal with the rest of the virtues as well. Generally they're pretty basic things which describe your relationship or feelings for another character. But I'll make some basic examples.
AffeTrollkarl wrote:
Should a character’s Integrity reach 0 and remain there for three sessions in a row, the character is considered to have lost themselves to the wasteland and is removed from play. The most tragic villains are those who began as heroes and failed.
I get hitched up on the "removed from play" bit here. Does this mean that one wouldn't be able to play an evil, corrupted character? Or a raider of some sorts? One who already has lost their way because of the Wasteland? Feels kinda limiting to me. I don't usually play these kinds of character, but shouldn't the option of playing them still be available? Or am I misenterpreting it?
By default this kind of character is not, and has never been intended to be, supported. The PCs are heroes, who are out to change the wasteland because their ideals tell them that the world should be different. Being a character who was once a raider or had fallen and has been working to pull themselves back up (while remaining particularly brutal and violent or negative Karma) is fine, but lacking a Virtue or having a corrupted Virtue to the point of having 0 Integrity generally means you're not a PC.

Individual GMs are ofcourse free to change this for their own games. But the default assumption of the game is that if you have let the wasteland corrupt and erode your beliefs so thoroughly that you've hit 0 Integrity and stay there, you're not going to remain a hero.

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Re: Alternate Core Documents

Post by Viewing_Glass » Wed Aug 21, 2013 3:43 pm

I like it. You avoid a lot of potential landmines (such as the Paladin's Oath problem with gaining or losing integrity). I only have two suggestions:

1.) The amount of strain regained when spending an effort point is relatively minor in comparison to the amount of Trick Points regained. Take a Pegasi and a Unicorn, both whom have a 15 integrity. 15 Trick Points is pretty huge (I think at level 30 that is a third of a Pegasus's total trick points? I might be wrong though) whereas a Unicorn will only gain 30 strain. At level 30 that is going to be anywhere from 1/10th to 1/20th a unicorn's total strain. I'm not sure how much you were going for (Maybe have the Pegasus only gain enough tricks for one or two maneuvers?) but I'd thought I would let you know about the potential issue.

2.) Regarding a character's Integrity hitting 0 and staying there for three sessions: If the GM provides no possibility for the player to act on a connection in those three sessions (as they are supposed to be significant choices) is it really fair to the player who doesn't have a chance to have their character get redeemed? I would suggest changing it to 'Should a character's Integrity reach 0 and remain there for three attempts at regaining Integrity, the character is considered to have lost themselves to the wasteland and is removed from play.' This keeps the time limit significant without limiting player and GM agency.

Again, I love what you have done here. I'm adding it to the things I will be testing in my game.

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Ilushia
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Re: Alternate Core Documents

Post by Ilushia » Wed Aug 21, 2013 4:01 pm

Viewing_Glass wrote:1.) The amount of strain regained when spending an effort point is relatively minor in comparison to the amount of Trick Points regained. Take a Pegasi and a Unicorn, both whom have a 15 integrity. 15 Trick Points is pretty huge (I think at level 30 that is a third of a Pegasus's total trick points? I might be wrong though) whereas a Unicorn will only gain 30 strain. At level 30 that is going to be anywhere from 1/10th to 1/20th a unicorn's total strain. I'm not sure how much you were going for (Maybe have the Pegasus only gain enough tricks for one or two maneuvers?) but I'd thought I would let you know about the potential issue.
Numbers probably need work. I went with what I thought would be okay. But they'll probably need revision at some point.
Viewing_Glass wrote:2.) Regarding a character's Integrity hitting 0 and staying there for three sessions: If the GM provides no possibility for the player to act on a connection in those three sessions (as they are supposed to be significant choices) is it really fair to the player who doesn't have a chance to have their character get redeemed? I would suggest changing it to 'Should a character's Integrity reach 0 and remain there for three attempts at regaining Integrity, the character is considered to have lost themselves to the wasteland and is removed from play.' This keeps the time limit significant without limiting player and GM agency.
This might be a good change, yes. I'm a little concerned about the lack of chance to redeem oneself. So I'll go fix that.

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