Alternate Core Documents

A place to discuss any PnP (Pen and Paper) role-playing games you are working on.
User avatar
Kkat
Posts: 375
Joined: Thu Nov 10, 2011 5:54 am

Re: Alternate Core Documents

Post by Kkat » Wed Sep 11, 2013 3:17 pm

After the comments here and conferring with uSea, I have added "has the same addiction chance and effect as Dash" to both Rainboom and Flash.

User avatar
Dance_Explosion
Posts: 81
Joined: Fri Feb 08, 2013 7:15 pm

Re: Alternate Core Documents

Post by Dance_Explosion » Thu Sep 12, 2013 12:25 pm

i would Argue that the flash while diluted a little, is used all at once, and the addiction rate is more of a balancing act for the power of "take two turns" which is arguably even more powerful with the change to wild shot since its the only way to get extra attacks with things like missile launchers.
Ask me about shamanism, i can FAQ it for you.

User avatar
SpencerDespenser
Posts: 219
Joined: Fri Mar 09, 2012 1:12 am
Location: Pembroke, Massachusetts

Re: Alternate Core Documents

Post by SpencerDespenser » Thu Sep 12, 2013 1:05 pm

So... there are a few things I've noticed whilst creating a Unicorn character, regarding the wording of spells.

1. When you rank up an Energy Strike spell from Basic to Advanced, the rules say "Adds Advanced effect." Does this mean it adds the effect of the Advanced Spell to the effect of the Basic spell?

2. If that's the case, only Light Strike has an effect that differs from Basic to Advanced to Expert. Is this deliberate, or is the original wording flawed?

3. If the original wording is flawed, does Light Strike lose it's accuracy bonus when ranked up to Advanced, or is it an exception to the rule?


Thanks in advance.
"For sale: Foal's shoes, never worn."

User avatar
Viewing_Glass
Posts: 454
Joined: Wed Jul 25, 2012 8:02 pm

Re: Alternate Core Documents

Post by Viewing_Glass » Thu Sep 12, 2013 2:54 pm

SpencerDespenser wrote:So... there are a few things I've noticed whilst creating a Unicorn character, regarding the wording of spells.

1. When you rank up an Energy Strike spell from Basic to Advanced, the rules say "Adds Advanced effect." Does this mean it adds the effect of the Advanced Spell to the effect of the Basic spell?

2. If that's the case, only Light Strike has an effect that differs from Basic to Advanced to Expert. Is this deliberate, or is the original wording flawed?

3. If the original wording is flawed, does Light Strike lose it's accuracy bonus when ranked up to Advanced, or is it an exception to the rule?


Thanks in advance.
To answer your questions:

1.) It means that you use the damage for the advanced spell for both effect and damage. If you look at Energy Strike Fire, for instance, you would be doing 30+(POT*4)+2d10 damage for 15 Strain. The Advanced fire effect hits all targets within a radius of POT feet, and any creature hit with the spell catches fire. This differs from the basic effect, which hits only one target, and will only cause them to catch on fire should you crit them.

2.) While the effects may be similar as you advance from Basic to Advanced to Expert, it becomes easier to apply the effect of the spell. This effect changes based on the level of the spell. So, a basic spell effect would not apply to an advanced casting of the spell (keep in mind you can choose to always cast a lower level version of the spell).

3.) When casting the spell at basic power, Energy Strike: Light does the damage at Basic and gains the bonus to hit. At Advanced, it loses the bonus to hit but you fire more beams.

Hopefully that clears it up. Just remember when hitting a target with a unicorn spell, you divide the damage equally amongst all the limbs (IE: You hit an EP with a spell and deal 60 damage, all of the EP's limbs take 10 damage). :twilightsmile:

User avatar
Rabbs
Posts: 74
Joined: Sun Aug 12, 2012 12:19 pm
Location: New England USA

Re: Alternate Core Documents

Post by Rabbs » Thu Sep 12, 2013 5:18 pm

for my games I have tweaked earth ponies just a little. It's now
Earth Pony: Earth ponies can select either a base perk or an earth pony perk for free at the beginning of character creation. This perk may have a level requirement no higher than level four, and the earth pony must otherwise meet the perk’s requirements. In addition an Earth Pony gains an extra perk equal to half there level when they reach levels 6, 11, 16, 21 and 26. Earth ponies can have a Special Talent. Earth ponies may invent schematics based on their Special Talent, substituting the Tagged skill associated with their Special Talent for the Invention rolls.
"I AM A SEXY SHOELESS GOD OF WAR!!"
Belkar Bitterleaf
"I represent angry gun toting meat eating f--king people!"
Denis Leary

User avatar
Viewing_Glass
Posts: 454
Joined: Wed Jul 25, 2012 8:02 pm

Re: Alternate Core Documents

Post by Viewing_Glass » Thu Sep 12, 2013 10:51 pm

Viewing_Glass wrote:After re-reading through the story, I realized a few potions were missing from the story. Thus, I am posting a few suggested changes for Alchemy (as well as to three unicorn spells) to help the system better mesh the story.

Advanced Alchemy:

Minor Flame Bane Potion (Requirement: Survival 60, 2 Green Herbs, 2 Blue Herbs): This potion makes the user to be more resistant to fire. It grants 25% resistance to damage caused by fire (such as the burning effect of a flamer). Lasts 4 minutes.

Minor Grounding Potion (Requirement: Survival 60, 2 Green Herbs, 2 Blue Herbs): This potion makes the user to be more resistant to electricity. It grants 25% resistance to damage caused by electricity (such as the effect of a pegasus's Lightning Kick). Lasts 4 minutes.

Minor Warming Potion (Requirement: Survival 60, 2 Green Herbs, 2 Blue Herbs): This potion makes the user to be more resistant to Cold. It grants 25% resistance to damage caused by cold (such as the effects of a weapon imbued with a Spirit of Hate). Lasts 4 minutes.

Potion of Spirit Renewal (Requirement: Survival 75, 3 Blue Herbs): This potion, while useful to Shamans, is prized by Unicorns. Anyone who takes this potion and has taken damage to the soul (CHA damage) recovers 1 point of CHA. Unicorns who have experienced burnout are no longer burnt out (though they recover no strain from this potion) (NOTE: This potion was used on Littlepip to recover her from burnout after rescuing Xenith from Fillydelphia).

Expert Alchemy:

Major Flame Bane Potion (Requirement: Survival 90, 3 Green Herbs, 3 Blue Herbs): This potion makes the user to be more resistant to fire. It grants 50% resistance to damage caused by fire (such as the burning effect of a flamer). Any effect that causes the character to be lit on fire no longer functions. Lasts 4 minutes.

Major Grounding Potion (Requirement: Survival 90, 3 Green Herbs, 3 Blue Herbs): This potion makes the user to be more resistant to electricity. It grants 50% resistance to damage caused by electricity (such as the effect of a pegasus's Lightning Kick). Any additional effect of taking the electrical damage no longer functions. Lasts 4 minutes. (NOTE: This potion was used to allow Little pip to continue to fly the Sky Bandit even after it was hit directly with a lightning bolt).

Major Warming Potion (Requirement: Survival 90, 3 Green Herbs, 3 Blue Herbs): This potion makes the user to be more resistant to Cold. It grants 50% resistance to damage caused by cold (such as the effects of a weapon imbued with a Spirit of Hate). Any additional effect caused by the cold damage no longer functions. Lasts 4 minutes.

Potion of Weathering (Requirement: Survival 100, 3 Green Herbs, 3 Blue Herbs, 3 Red Herbs): This potion protects the caster from normal weather and environmental conditions. The character will not suffer frostbite or heatstroke in severely cold or hot environments, etc. The character will be comfortable in such environments and take no penalties from them. Lasts 1 day.

Elixer of Spirit Renewal (Requirement: Survival 100, 4 Blue Herbs): This elixir, while useful to Shamans, is prized by Unicorns. Anyone who takes this potion and have taken damage to the soul (CHA damage) recovers 3 point of CHA damage. Unicorns who have experienced burnout are no longer burnt out, and recover POT*10 Strain.

In addition to these suggested potions, I would like to put forward that the Dangerous and Deadly poisons be available to be produced by ALL races, but that they require anyone without Basic/Advanced Alchemy to have a Survival 30 points higher than is listed. In addition, I would like to add the following racial perk for Zebra:

Potent Poisons: Level 8, One Rank, Requires Survival 50. Whenever you brew a poison, you know how to make it effect even the most resistant of Wastelanders. The poisons brewed by you reduce poison resistance of your opponent by (Survival/10, round up)*2.

Finally, spells. I would like to make the suggestion that Energy Strike: Fire, Lightning, and Cold have the damage they do be reduced by 5 at basic, 10 at Advanced, and 15 at Expert. In exchange, they deal elemental damage that is not affected by DT. This fits with the story (Energy Strike: Lightning affected everyone in the Sky Bandit when it was hit, after all), and the damage reduction for those energy strikes ALONE keeps them from being any more powerful with the change. :twilightsmile:

In addition, I would like to have the same change applied to Storm Cloud. It does 5 less damage at basic, 10 less damage at advanced, and 15 less damage at Expert. In exchange, the damage dealt is electricity damage. I would also suggest a note that a Pegasus can use a storm cloud, conjured by a unicorn, in conjuction with Expert Pegasus Trick Storm Master. Any bolts of lightning discharged by the Pegasus lowers the number of bolts the unicorn has to use. This also has the advantage of allowing a Pegasus to use a Unicorn's storm cloud against the Unicorn. :twilightoops: :rainbowdetermined2:
Reposting this since it seems to have been lost in the shuffle.

User avatar
Ghostpony
Posts: 91
Joined: Fri Feb 08, 2013 7:14 am

Re: Alternate Core Documents

Post by Ghostpony » Sun Sep 15, 2013 9:54 pm

Ghostpony wrote:The lack of a well defined system for Zebra martial arts lead to some work on my part. I mostly was looking to see how I could work them into my game. This is what I have come up with.

https://docs.google.com/spreadsheet/ccc ... GSUE#gid=2

It should be noted that some effects are more powerful than others because they are situational. Dragon Slayer style is very powerful but only against creatures of size +2 or more to the user. Ironhoof is very powerful but it is an Earth pony only style and limits the choice of perks they can take as it is an expression of EP magic. With that in mind I would like to know peoples thoughts on the system I created.
Bumping this to the top in the hope ponies will give soe feedback if its not lost to far back.

User avatar
Dimestream
Posts: 52
Joined: Wed Jun 20, 2012 7:07 pm
Location: Post Falls, ID, USA

Re: Alternate Core Documents

Post by Dimestream » Thu Sep 19, 2013 2:21 am

Here's my take on this, as I don't think ANY race needs more buffs. I think they all need more thorough TESTING to make sure the balance is acceptable. Right now, having played everything but the easily-overlooked buffalo, I'm liking the current setup. Everybody's got special stuff, and it all harmonizes and syncs well with the abilities, talents, and skills of their friends of other races. There's no need to upset it just because someone is a Magical Munchkin, or an Earth Pony Supremacist. Let's leave well enough alone with more additions until we've had time to test the last few rounds that have already been made, shall we? Please? It's getting confusing to keep up with them all... :pinkiesick:

Anyway. Of all additions, I am LEAST interested in adding more special things for zebras. Sigh. They already have 2 unique systems for making cool stuff. :twilightangry2: Besides, no Zebra Martial Art is described in the story except Fallen Caesar (which can be done by combining existing perks already, down to the very last armor-piercing punch) so I don't think they're necessary.

But alchemy, as it's a key part of playing a solid high-option zebra character, deserves consideration. And since these are in the story, let's take a poke at the stats for them. :rainbowhuh:
Viewing_Glass wrote: Advanced Alchemy:

Minor Flame Bane Potion (Requirement: Survival 60, 2 Green Herbs, 2 Blue Herbs): This potion makes the user to be more resistant to fire. It grants 25% resistance to damage caused by fire (such as the burning effect of a flamer). Lasts 4 minutes.

Minor Grounding Potion (Requirement: Survival 60, 2 Green Herbs, 2 Blue Herbs): This potion makes the user to be more resistant to electricity. It grants 25% resistance to damage caused by electricity (such as the effect of a pegasus's Lightning Kick). Lasts 4 minutes.

Minor Warming Potion (Requirement: Survival 60, 2 Green Herbs, 2 Blue Herbs): This potion makes the user to be more resistant to Cold. It grants 25% resistance to damage caused by cold (such as the effects of a weapon imbued with a Spirit of Hate). Lasts 4 minutes.

Potion of Spirit Renewal (Requirement: Survival 75, 3 Blue Herbs): This potion, while useful to Shamans, is prized by Unicorns. Anyone who takes this potion and has taken damage to the soul (CHA damage) recovers 1 point of CHA. Unicorns who have experienced burnout are no longer burnt out (though they recover no strain from this potion) (NOTE: This potion was used on Littlepip to recover her from burnout after rescuing Xenith from Fillydelphia).
Okies. Elemental resistance potions. I am of the opinion that since there's not very many sources currently of ACTUAL elemental damage, beyond faceplanting an avalanche, running through a burning building, or getting hit by lighting, that these potions are a little strong for everyday use. Especially since as currently written, they stack with all other resistances from other sources as well as good ol' fashioned Damage Reduction. With ONE of these advanced potions, a nice coat, and a shot of painkiller, you could waltz around a burning building all afternoon and still come out not smelling particularly of smoke. :rainbowderp:

That changes only a little if the unicorn spells start doing elemental damage. Which opens its own can of worms. And then bakes those worms into a muffin. :pinkiesick:
I think these are great ideas, especially as used in the story, but only actual testing of the numbers will help us whittle them down to an appropriate level. I'd suggest testing them at 25%, and then lowering it as appropriate if it seems too strong.

Oh. And the Renewal potion is really shiny as-is. Zebras just became the unicorn's best friend. Twi and Zecora approve. :twilightsmile: (also I am noting severe lack of Zecora or Zenith smileys. This saddens me greatly... :raritycry: )
Viewing_Glass wrote: Expert Alchemy:

Major Flame Bane Potion (Requirement: Survival 90, 3 Green Herbs, 3 Blue Herbs): This potion makes the user to be more resistant to fire. It grants 50% resistance to damage caused by fire (such as the burning effect of a flamer). Any effect that causes the character to be lit on fire no longer functions. Lasts 4 minutes.

Major Grounding Potion (Requirement: Survival 90, 3 Green Herbs, 3 Blue Herbs): This potion makes the user to be more resistant to electricity. It grants 50% resistance to damage caused by electricity (such as the effect of a pegasus's Lightning Kick). Any additional effect of taking the electrical damage no longer functions. Lasts 4 minutes. (NOTE: This potion was used to allow Little pip to continue to fly the Sky Bandit even after it was hit directly with a lightning bolt).

Major Warming Potion (Requirement: Survival 90, 3 Green Herbs, 3 Blue Herbs): This potion makes the user to be more resistant to Cold. It grants 50% resistance to damage caused by cold (such as the effects of a weapon imbued with a Spirit of Hate). Any additional effect caused by the cold damage no longer functions. Lasts 4 minutes.

Potion of Weathering (Requirement: Survival 100, 3 Green Herbs, 3 Blue Herbs, 3 Red Herbs): This potion protects the caster from normal weather and environmental conditions. The character will not suffer frostbite or heatstroke in severely cold or hot environments, etc. The character will be comfortable in such environments and take no penalties from them. Lasts 1 day.

Elixer of Spirit Renewal (Requirement: Survival 100, 4 Blue Herbs): This elixir, while useful to Shamans, is prized by Unicorns. Anyone who takes this potion and have taken damage to the soul (CHA damage) recovers 3 point of CHA damage. Unicorns who have experienced burnout are no longer burnt out, and recover POT*10 Strain.
Oof. I know Expert stuff is supposed to be really powerful, but at 50% DR against an element? Yeek! :pinkiegasp: The only think that makes me okay with this at all is that it has a very short duration. Meaning the hyperbolic scenario in the burning building earlier isn't realistic. It's enough time to run in and rescue a friend, but not to take some muffins in and watch them bake. :derpytongue2:

My actual question with that though is, does the alchemical bonus then transfer to whatever you're wearing/carrying/holding? Or would you want to take off that barding before running in, since only YOU are immune? I don't want to overcomplicate things, but it does need to be answered.

The Elixir... I have to say that if you are a GM who is using a lot of enemy necromancers or unfriendly spirits, you should definitely allow this potion in your game. Otherwise, this damage gets catastrophic in a hurry without some way to remove it. I'm not exactly in favor of strain-regen potions, but given how often I've seen unicorns burn out or come close to burnout just in the games I'VE played, I see the necessity for them. Let's not deprive a race of their shiny toys any more than we have to, okay? It's not any fun to run around burnt-out all the time. :unsuresweetie:
Viewing_Glass wrote: In addition to these suggested potions, I would like to put forward that the Dangerous and Deadly poisons be available to be produced by ALL races, but that they require anyone without Basic/Advanced Alchemy to have a Survival 30 points higher than is listed.
I'm not going to touch this one. That strikes me as something that should be a GM's call. I mean, if it's a sufficiently toxic substance already, it shouldn't be too hard to poison someone with it. Including, accidentally, yourself. :trixieshiftright:
Viewing_Glass wrote: ...damage reduction for those energy strikes ALONE keeps them from being any more powerful with the change.
I admit, I was a little leery of making these spells actually ignore DT in favor of hitting resistances instead, but with reduced damage and special effects instead, they aren't broken, near as I can tell. Then again, I'm not much into the magic system yet. :applejackconfused: My thought in making them elemental is that it offers a greater range of player options than just 'shoot for damage.' Want to set the barn on fire? Use real fire! Want to electrocute a steel catwalk? Use actual electricity! Want to... chill a... beverage...? Uh... that one kind of got away from me. :twilightblush: Use actual cold!

It also gives Energy Strike: Plasma a reason to be a nifty and unique variant, since it would be the only one doing actual magic energy damage anymore. I'm in favor of at least testing these changes, even if they're not permanently implemented. They have a lot of potential to be interesting and useful, instead of just boring 'pew pew' spells.

And that's my usual two bits' worth. Props for putting the work in, VG. I hope this is helpful to someone, at least! :scootangel: I might very well try testing some of it in the game I run, and the ones I'm in. Because, as I said before, what this system needs isn't more additions. It's more solid testing. Let's work on that together!

User avatar
TyrannisUmbra
Global Moderator
Global Moderator
Posts: 523
Joined: Tue Oct 18, 2011 4:46 am
Contact:

Re: Alternate Core Documents

Post by TyrannisUmbra » Thu Sep 19, 2013 2:41 am

One thing that I would like to point out for you, Dimestream, is that recently, with the introduction of the pegasus tricks especially, both elemental and stun damage has become a much more common occurance. Not to mention that there are quite a few weapons that either deal elemental damage at basic, or have some forms of elemental damage ammo. (Speaking of which, it could be a fun idea to add in more 'elemental damage type' ammo. There's already fire, but what about adding others?)
Primary IRC nicks: TyrannisUmbra, Silver_Wing
Current PNP characters: <Non-FoE Only>

User avatar
Rabbs
Posts: 74
Joined: Sun Aug 12, 2012 12:19 pm
Location: New England USA

Re: Alternate Core Documents

Post by Rabbs » Thu Sep 19, 2013 5:50 am

After a quick discussion on the IRC I have re-written 'Sex Appeal' to have it's actual effect stated, it was far to vague before.

Sex Appeal: You've got the "right" stuff. Individuals who are sexually oriented towards your gender are attracted to you, but potential sexual rivals tend to become quite jealous. Those who would be attracted to you have their disposition towards you and you alone raised by 1 level, but potential sexual rivals will have their disposition lowered by 1 level.
"I AM A SEXY SHOELESS GOD OF WAR!!"
Belkar Bitterleaf
"I represent angry gun toting meat eating f--king people!"
Denis Leary

Post Reply