PnP Group 5
Re: PnP Group 5
https://docs.google.com/spreadsheet/ccc ... 3aEE#gid=0
Here's Sparkster. A scientist who has been forced into the big mean wasteland by the NCR's refusal to finance her research into a second Sun. Which would be green.
Here's Sparkster. A scientist who has been forced into the big mean wasteland by the NCR's refusal to finance her research into a second Sun. Which would be green.
Re: PnP Group 5
14TenMihara> Been thinking about the Battle Saddles connundrum
1Eridani> oh?
14TenMihara> The way I see it, Saddle mounted weapons, unlike mouth held or levitated guns, are in a fixed position relative to the pony wielding them
14TenMihara> So, if an enemy is moving around a lot, you can't pivot the guns individually to compensate
14TenMihara> Does that make sense at all? it did in my head <.<
14RainbowYoshi> Aiming is slower, yes.
14RainbowYoshi> And reduced chance against a quick target.
14TenMihara> Additionally, Littlepip stated on more than one occasion that, weight aside, Battle Saddles require training to use properly
14RainbowYoshi> Yes.
14RainbowYoshi> Plus, agility would really come in handy for aiming a battle saddle, whether in air or on ground.
14RainbowYoshi> More so than strength.
14TenMihara> and I see that in the 'experimental perks', there are 'Battle Saddle Training' perks that increase accuracy
14TenMihara> well, regardless of SPECIAL Stats
14TenMihara> So, even if the weapons on either side are the same (or back mounted or what have you), there would still be a base accuracy penalty due to the lack of individual gun mobility
14TenMihara> and/or lack of experience/training
14RainbowYoshi> Sounds right.
1Eridani> yeah, somethin like that.
5Eridani ponders turret mounts...
14RainbowYoshi> So what... exactly, does this mean now?
14TenMihara> At the moment, I'm thinking -20%, which is the same as the bonus for an aimed shot. Logistically, it's basically saying that until you train properly, you need to really concentrate on aiming a battle saddle
14TenMihara> I'm going to be using this method in DiceArt's group 5 game, so I'll keep everypony apraised of how it works out in actual application
14RainbowYoshi> Well... does DiceArt know you're using that in DiceArt's game?
14TenMihara> Yes, I'm talking to him abotu it right now
14TenMihara> He agrees, provisionally. We're going to be play testing it when an actual combat situation comes up
5RainbowYoshi predicts his medicing skills will be put to the test early.
10 Arcane_Scroll[A] is now known as Arcane_Scroll.
10 dashite is now known as Pony_13613.
10 Pony_13613 is now known as Lionheart.
10 ChanServ set Lionheart as one of the owners of the channel.
10 ChanServ has given Lionheart operator status.
14RainbowYoshi> Which reminds me, I need to go look up how to do that stuff... Like... commands and rolls and whatnot.
14TenMihara> Did anypony else wanna throw in their two bits regarding my analysis of Battle Saddles?
14RainbowYoshi> Ten: Just to point out that agility is really important against moving targets if you're in a battle saddle.
14TenMihara> hmm...
14TenMihara> perhaps a later experiment could involve the penalty being -(20-agi)%?
14RainbowYoshi> perhaps
14TenMihara> But for now I'm sticking with the flat penalty
14TenMihara> We'll have some combat next session as a trial run to see how we do, and DiceArt says he'll scale up from there according to how well we handle it
5Eridani would like to see a 'dogfight' mechanic for aerial fights >.>
14RainbowYoshi> Alright.
1Eridani> though honestly...hmm...a penalty really just screws over early game chars...
14RainbowYoshi> I'd also LOVE to see a good dogfight mechanic.
1Eridani> because at level 1, not only do you have about 30% base to hit, you probably won't have the perk either.
14RainbowYoshi> Eri: Well... the sacrifices some characters make to be awesome late-game?
14TenMihara> ^
14TenMihara> Eridani, As well, there are balancing factors. My character can fire a LOT of bullets per round, even if they're not all that accurate
1Eridani> which is just flushing money down the toilet if you've got an all of 10% chance of hitting something.
14TenMihara> At present: I have 22% chance to hit with each saddled rifle (while aiming, 44% chance of total hit) and 41% chance of hitting with each revolver (if fired simultaneously; 56% it individual)
14TenMihara> It's not too bad
14RainbowYoshi> unicorn?
14TenMihara> Yup >3
14RainbowYoshi> oh holy crap
14RainbowYoshi> Ok
14RainbowYoshi> You MUST, at some point, recreate the Vanity on Hill 255 scene.
14TenMihara> Basically what I'm trying to do is mimic the combat style used by Vanity
14TenMihara> Exactly
14TenMihara> Reggie Grimfeathers was all abotu Dual Wielding, so naturally her Ops ponies would borrow form that >D
14TenMihara> from
14TenMihara> but as I said, this is a lot of play testing.
1Eridani> no penalties for dual wields? >.>
1Eridani> or for what is effectively a quad wield? o.O
14TenMihara> Can sompony do up a log of this blurbing I've been doing? I want to have a record of it somewhere
5RainbowYoshi envisions a cool scene. Talvus is flying high, carrying two pistols. He shoots down at the target, empties the clips, and simply drops the guns. He dives and begins unarmed combat. Lever Action catches the pistols before they hit the ground, reloads, and then brings all four guns to bare on the same target Talvus is going after.
14TenMihara> That would be SO awesome
1Eridani> XD
14TenMihara> Eridani, The penalty for dual wielding is 15%, plus double the Strain for levitation
14TenMihara> on the levitated guns
1Eridani> mm..
5Eridani thinks there should be something with the STR requirements too...
14TenMihara> Oh!
14TenMihara> How abotu this: The normal strain for telekinetically firing a weapon is 2/attack
1Eridani> of course, IIRC my sheet is the only place ST requirements exist...XD
14TenMihara> for dual wielding, it could be increased by (Str Req - Pot)
1Eridani> TenMihara: Hmm...maybe. Or maybe scaledwith the size andnumbers of guns?
14TenMihara> Well, I did say that dual wielding would be x2 stain per attack
14TenMihara> or xY where Y = The nUmber of Guns being levitated
5Eridani nods
1Eridani> oh?
14TenMihara> The way I see it, Saddle mounted weapons, unlike mouth held or levitated guns, are in a fixed position relative to the pony wielding them
14TenMihara> So, if an enemy is moving around a lot, you can't pivot the guns individually to compensate
14TenMihara> Does that make sense at all? it did in my head <.<
14RainbowYoshi> Aiming is slower, yes.
14RainbowYoshi> And reduced chance against a quick target.
14TenMihara> Additionally, Littlepip stated on more than one occasion that, weight aside, Battle Saddles require training to use properly
14RainbowYoshi> Yes.
14RainbowYoshi> Plus, agility would really come in handy for aiming a battle saddle, whether in air or on ground.
14RainbowYoshi> More so than strength.
14TenMihara> and I see that in the 'experimental perks', there are 'Battle Saddle Training' perks that increase accuracy
14TenMihara> well, regardless of SPECIAL Stats
14TenMihara> So, even if the weapons on either side are the same (or back mounted or what have you), there would still be a base accuracy penalty due to the lack of individual gun mobility
14TenMihara> and/or lack of experience/training
14RainbowYoshi> Sounds right.
1Eridani> yeah, somethin like that.
5Eridani ponders turret mounts...
14RainbowYoshi> So what... exactly, does this mean now?
14TenMihara> At the moment, I'm thinking -20%, which is the same as the bonus for an aimed shot. Logistically, it's basically saying that until you train properly, you need to really concentrate on aiming a battle saddle
14TenMihara> I'm going to be using this method in DiceArt's group 5 game, so I'll keep everypony apraised of how it works out in actual application
14RainbowYoshi> Well... does DiceArt know you're using that in DiceArt's game?
14TenMihara> Yes, I'm talking to him abotu it right now
14TenMihara> He agrees, provisionally. We're going to be play testing it when an actual combat situation comes up
5RainbowYoshi predicts his medicing skills will be put to the test early.
10 Arcane_Scroll[A] is now known as Arcane_Scroll.
10 dashite is now known as Pony_13613.
10 Pony_13613 is now known as Lionheart.
10 ChanServ set Lionheart as one of the owners of the channel.
10 ChanServ has given Lionheart operator status.
14RainbowYoshi> Which reminds me, I need to go look up how to do that stuff... Like... commands and rolls and whatnot.
14TenMihara> Did anypony else wanna throw in their two bits regarding my analysis of Battle Saddles?
14RainbowYoshi> Ten: Just to point out that agility is really important against moving targets if you're in a battle saddle.
14TenMihara> hmm...
14TenMihara> perhaps a later experiment could involve the penalty being -(20-agi)%?
14RainbowYoshi> perhaps
14TenMihara> But for now I'm sticking with the flat penalty
14TenMihara> We'll have some combat next session as a trial run to see how we do, and DiceArt says he'll scale up from there according to how well we handle it
5Eridani would like to see a 'dogfight' mechanic for aerial fights >.>
14RainbowYoshi> Alright.
1Eridani> though honestly...hmm...a penalty really just screws over early game chars...
14RainbowYoshi> I'd also LOVE to see a good dogfight mechanic.
1Eridani> because at level 1, not only do you have about 30% base to hit, you probably won't have the perk either.
14RainbowYoshi> Eri: Well... the sacrifices some characters make to be awesome late-game?
14TenMihara> ^
14TenMihara> Eridani, As well, there are balancing factors. My character can fire a LOT of bullets per round, even if they're not all that accurate
1Eridani> which is just flushing money down the toilet if you've got an all of 10% chance of hitting something.
14TenMihara> At present: I have 22% chance to hit with each saddled rifle (while aiming, 44% chance of total hit) and 41% chance of hitting with each revolver (if fired simultaneously; 56% it individual)
14TenMihara> It's not too bad
14RainbowYoshi> unicorn?
14TenMihara> Yup >3
14RainbowYoshi> oh holy crap
14RainbowYoshi> Ok
14RainbowYoshi> You MUST, at some point, recreate the Vanity on Hill 255 scene.
14TenMihara> Basically what I'm trying to do is mimic the combat style used by Vanity
14TenMihara> Exactly
14TenMihara> Reggie Grimfeathers was all abotu Dual Wielding, so naturally her Ops ponies would borrow form that >D
14TenMihara> from
14TenMihara> but as I said, this is a lot of play testing.
1Eridani> no penalties for dual wields? >.>
1Eridani> or for what is effectively a quad wield? o.O
14TenMihara> Can sompony do up a log of this blurbing I've been doing? I want to have a record of it somewhere
5RainbowYoshi envisions a cool scene. Talvus is flying high, carrying two pistols. He shoots down at the target, empties the clips, and simply drops the guns. He dives and begins unarmed combat. Lever Action catches the pistols before they hit the ground, reloads, and then brings all four guns to bare on the same target Talvus is going after.
14TenMihara> That would be SO awesome
1Eridani> XD
14TenMihara> Eridani, The penalty for dual wielding is 15%, plus double the Strain for levitation
14TenMihara> on the levitated guns
1Eridani> mm..
5Eridani thinks there should be something with the STR requirements too...
14TenMihara> Oh!
14TenMihara> How abotu this: The normal strain for telekinetically firing a weapon is 2/attack
1Eridani> of course, IIRC my sheet is the only place ST requirements exist...XD
14TenMihara> for dual wielding, it could be increased by (Str Req - Pot)
1Eridani> TenMihara: Hmm...maybe. Or maybe scaledwith the size andnumbers of guns?
14TenMihara> Well, I did say that dual wielding would be x2 stain per attack
14TenMihara> or xY where Y = The nUmber of Guns being levitated
5Eridani nods
Re: PnP Group 5
Above post is just a record of discussion regarding Battle Saddle and dual wielding mechanics primarily for the benefit of Lever Action. With DiceArt's consent, these will be the respective penalties and bonuses I apply to her on an experimental basis.
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Re: PnP Group 5
Looks good to me. We'll hammer out the details next session.
Ponies...ponies never change.
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Re: PnP Group 5
Discussion on how to handel non unicorn, and non magical healing.
10 Topic for #FalloutEquestriaPNP is : Session logs : http://derpy.me/n67Uw Current rulebook: http://derpy.me/Ktve7 Dicebot/OOC Chat #FalloutEquestriaDice Forum threads (Group 1, GM: Sunrise): http://derpy.me/4Ry7B (Group 2, GM: Strobe): http://derpy.me/OhtAU (Group 3, GM: mimezinga): http://derpy.me/d7gwu Rules discussion: http://derpy.me/mIj1g.
10 Topic set by Dashite!Dashite@Pony-m5hg2s.res.rr.com at January 28, 2012 1:59:58 AM.
10 ChanServ has given DiceArt voice.
1DiceArt> So what did you need to ask me Yoshi?
14RainbowYoshi> So I read the combat thing. Lots of good stuff in there.
14RainbowYoshi> However, no listings for actions points for things like healing or first aid.
14RainbowYoshi> And I was just wondering how that'd be handled.
1DiceArt> AP is covered in the General Doc. and I think healing is covered there too.
14RainbowYoshi> general...
14RainbowYoshi> ok, I'll try to find that one
1DiceArt> It's kind of burried I had to look through it a couple of times to find it myself.
1DiceArt> If you can't find anything on healing I have a few ideas on that we can implament.
14RainbowYoshi> ok
1DiceArt> Did you find AP.
14RainbowYoshi> There is a nice thing all about healing
14RainbowYoshi> but there's a problem
14RainbowYoshi> It has to do entirely with unicorn spells.
1DiceArt> Hm?
1DiceArt> Ah I was afraid of that.
14RainbowYoshi> There's nothing in there about non-unicorn healing.
1DiceArt> Do they at least explain how to heal with potions?
1DiceArt> Heal potions heal for 20. Checking Bandages.
14RainbowYoshi> Not really, no. It just goes in depth about all the medical spells you can learn as a unicorn. At the top, it covers the natural recovery from wounds, and how limbs are crippled and such, but nothing about healing.
1Eridani> bandages do squat
1Eridani> sometimes I wonder if Sunrise even read FoE
14RainbowYoshi> They stop bleeding.
1Eridani> a mechanic that doesn't even exist, I think.
1DiceArt> Yeah but we don't have rules on what bleeding does.
14RainbowYoshi> well crap
1DiceArt> Which is troublesome.
14RainbowYoshi> I was going to take the second rank of Steel Claw for the bleeding effect, too.
1DiceArt> Well we have a the amount potions do as a base to work with at least.
1DiceArt> Would bleeding be a damage over time effect?
14RainbowYoshi> yeah
14RainbowYoshi> In the perks list it says a d10 per turn damage.
14RainbowYoshi> Until the bleeding is stopped.
1DiceArt> Well then that's what bleeding does.
1DiceArt> Bleeding does d10 damage over time.
14RainbowYoshi> So... yay bandages?
1DiceArt> Its stops when either a bandage is applied or when you make a succesfull End check.
1Eridani> canon sez they're supposed to be magically treated
14RainbowYoshi> Huh, Eri?
1Eridani> unless i'm missing something?
14RainbowYoshi> What are you talking about?
14RainbowYoshi> All wounds need to be healed with unicorn magic?
1DiceArt> The End check would have negative modifier based on the first bleeding damage.
1Eridani> huh? >.>
1DiceArt> no Eri is talking about the bandages being magically treated.
1DiceArt> Which they are. That's why they stop the bleeding.
14RainbowYoshi> oh
14RainbowYoshi> yes
1DiceArt> Bleeding can also be stopped with an effective medicine roll also effected with a negative modifier based on the first bleeding damage.
14RainbowYoshi> Alright.
14RainbowYoshi> Next thing: Wasteland Surgeon. Get to heal broken limbs and such through first-aid. How's that one gonna work?
1DiceArt> Medicine rolls can also be used to determine cause of death, illness, or injury.
10 RainbowYoshi is now known as Talvus.
14Talvus> Alright, I'll keep that one in mind.
1DiceArt> Well I would think it would be a medicine roll vs a negitive or positive modifier based on the sevarity of the injury.
1DiceArt> We should probably make a log of this so we can keep working on it.
Ponies...ponies never change.
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- RainbowYoshi
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Re: PnP Group 5
Revamped character sheet for Talvus: https://docs.google.com/spreadsheet/ccc ... CWHc#gid=0
Re: PnP Group 5
Lever Action 2.0 https://docs.google.com/spreadsheet/ccc ... wMGc#gid=0
Re: PnP Group 5
Sparkster with a modified version of the updated character sheet.
https://docs.google.com/spreadsheet/ccc ... rQXc#gid=0
https://docs.google.com/spreadsheet/ccc ... rQXc#gid=0