Alternate Core Documents

A place to discuss any PnP (Pen and Paper) role-playing games you are working on.
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Thanqol
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Re: Alternate Core Documents

Post by Thanqol » Wed May 29, 2013 2:13 am

Fridge wrote:How You Like THEM Apples!? - Level 6 - Yeah, you're right on here. I think it's a subjective matter, but I agree with you completely at any rate. Maybe we should boost the STR bonus that one can use or just say that you can hit anything within "Short" range for taking the perk.
Short range on grenades would be really useful.
Quick Recovery - Level 6 - I would agree with you that shaving all of five or ten AP for something off isn't really a thing. What I would like to know is how could we possibly give it something more? Simply make getting up not an action?
I think rolling it into 'Falling With Style' would help out another borderline useless perk.
Whining Presence - Level 8 - I feel that both actually have negatives. Sun and Moon in particular would require you not to want to be a good guy or a bad guy, and if you swing one way or another, you lose the perk. Both facilitate a playstyle, whether it be a game as a foal or a neutral character. I get what you're saying, I just feel the problem isn't as bad as you make it out to be.
I feel like the edge could be a little more significant given how you are poisoning the well permanently, and how vaguely Karma gains and losses are treated. ("Aw crud, I helped too many foals and I lost my Sun and Moon perk... time to butcher a small town!")
Mysterious Mare-Do-Well - Level 10 - Yeah, for all intents and purposes, it's a GM fiat. I actually do like the looser rules on this, but it does require a lot of trust on the side of the player on the GM to actually use it time and again.
Yeah, I kind of like it as fiat but there should at least be internally consistent guidelines.

Zepheniah
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Re: Alternate Core Documents

Post by Zepheniah » Wed May 29, 2013 2:53 am

Thief, Running Tackle: I'd honestly place these as "Mechanical", because they both represent basic actions that make zero sense for somepony to be incapable of without taking a specific perk. Running Tackle should simply be an unarmed maneuver.

Tail Trick: I'm of the strong belief that this perk should be given to all non-unicorns for free.

Hit the Deck!: Most explosives are ranged, but mines and the like aren't. The wording could maybe use some cleanup, but it looks fine as-is.

Lone Wanderer: It needs clarification, although I tend to rule that breaking LoS has to go both ways unless the Lone Wanderer is more than 50 meters away. Then stealthing is enough.

Demolitions Expert: I'd implement it by increasing the critical hit chance of thrown explosives. Cooking your grenade means that it's much more likely to hit the enemy dead-on with one if you've even got half a throwing arm/mouth/leg. Maybe scaling with range, so a +20% chance at PB, +10% at short and +5% at medium.

Pathfinder: This perk could definitely use a re-wording and maybe a little extra to actually make it worth taking. Maybe reduced effects from rough weather/terrain, +1 movement speed while outside and a +5 bonus to survival.

Ammo Crafter, Vigilant Recycler: These perks could use a little clarification and official support, although anyone that's interested in implementing them properly can either use one of the existing ones that are floating around or make their own.

And Stay Back!: When rolling shotgun hit and damage in a single roll, 8 pellets at a 10% chance each result in ~50% chance to knockback. My houserule on this perk has you roll LCK instead to perform a knockdown/back.

Celestia Powered: IIRC it's +2 STR and +1 HP per second in the source material. With the timescale being 1:30, it'd probably be more appropriate at [healing rate] per two minutes.

Amanuensis: From the game blank magazines are won from crappy prewar books, but yes, this perk seems a tad out of place.

Don't Touch That!: There's crafting lists for this, although they're mostly house-ruled. As a note, I made a level 6 version of this perk available to all races, but all EP recipes are more efficient by up to ~66%.

Raise That Barn: "Earth Ponies get screwed: the game"

Bombermare/buck: To be perfectly honest this perk isn't all that great, due to being horrendously situational. Not only does it require you to fail or even critfail to be useful, it also applies only to setting charges or traps, which is already a rare occurrence. I agree that it shouldn't be a racial perk, but it also should have something more to make it more attractive to even be picked by anyone.

Contract Killer/Lawgiver: Same issue as with running tackle and thief, although making it give bonuses against targets is an interesting thought. Worth looking at that idea.

Broad Daylight: Miniature sharks with miniature fricken laser-beams attatched to their miniature fricken heads.

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TyrannisUmbra
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Re: Alternate Core Documents

Post by TyrannisUmbra » Wed May 29, 2013 10:55 am

Zepheniah wrote:Raise That Barn: "Earth Ponies get screwed: the game"
EPs have the most useable perks of any race. Yes, that includes unicorns. Yes, that doesn't include cyberpony perks. That may have been true in the past, but it's not anymore.
Zepheniah wrote:Bombermare/buck: To be perfectly honest this perk isn't all that great, due to being horrendously situational. Not only does it require you to fail or even critfail to be useful, it also applies only to setting charges or traps, which is already a rare occurrence. I agree that it shouldn't be a racial perk, but it also should have something more to make it more attractive to even be picked by anyone.
That's not the current official version of the perk. That's just a possible revision to it. The current version of it is actually absolutely amazing, letting you roll twice for every explosives roll and choose the lower roll, as long as one of them isn't a crit-fail.
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ToWhatEnd
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Re: Alternate Core Documents

Post by ToWhatEnd » Wed May 29, 2013 12:42 pm

TyrannisUmbra wrote:EPs have the most usable perks of any race. Yes, that includes unicorns. Yes, that doesn't include cyberpony perks. That may have been true in the past, but it's not anymore.
Are we playing the same system? :rainbowhuh: I do agree that EP have been getting better perks, Blazing Saddles would be amazing if in addition to the bonus it allowed you to link any 2 weapons. Still, even Griffins have better perks and over all versatility. Being able to have a instant STR+7d10 weapon at level 6 with griffin perks is quite useable IMO.

Cyberpony perks are quite powerful, you could potentially have an effective 185 in MEW or Firearms or 175 in Battle Saddles. Though unless we say that EPs have natural nanomachines inside of their body EPs are at a severe disadvantage since they need a shit load of caps, GM intervention, and they need to be turn into machines to stand up to their brethren. Which is fine if you want to play as a Cybernetic Badass but if you just want to be anything else I'd rather have the inherent bonuses other races have. Or we could use that EP magic ruleset. But that is literally uplifted straight from My Little Metro.

Overall Mud Pones are getting better, they just need more perks. More perks that allows them to do things in every field that other races can't. So far they are close, but still no cigar.

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Re: Alternate Core Documents

Post by Viewing_Glass » Wed May 29, 2013 2:45 pm

Let me begin by saying Fridge, awesome listing on the perks. I will be taking a closer look and tossing some suggestions up as to how to remake them.

Now, to begin fielding comments:

ToWhatEnd (Buffalo Shamanism): Good point on Kamikaze. However, your comment about Unicorn Master Race makes me giggle...playing the Unicorn with every perk sunk into spell casting and the unicorn with only 4 perks sunk into spell casting, the latter unicorn is better. Though, perhaps you shouldn't mention Unicorns when your talking about Shamanism?
Fridge wrote: Brown Muzzle: (Level 2, Subjective) I have never seen this picked. Maybe it could do something like the "Sex" perks like Black Stallion or Cherez la Filly for authority figures to make it a bit more enticing?
I would hesitate to give this perk a damage bonus instead of the bonus to charisma, as most bosses you are going to be an authority figure. In addition, it makes this perk more situational. Perhaps the charisma bonus could be removed, and then turned into a quest perk?
Fridge wrote: Thief: (Level 2, Subjective) So, wait. You can't even attempt to pickpocket unless you have this perk? Lame! Personally, I'd go for having a prohibitive penalty to pickpocket-ing like a -30 outside of having this perk. If you have those many ranks in sneak or in "Lack of Fucks" to mitigate the penalty, well, then at that point, you deserve to give no fucks.
The advantage of this perk isn't for the ability to steal. Its the opposite; being able to place a mine inside an opponent's inventory, allowing you to get a sneak attack crit off on them using said mine. If we made that into a general ability with a -30 to the skill that would make sneak far too powerful. However, perhaps the wording of the perk could use a revision.
Fridge wrote: Tail Trick: (Level 2, Subjective) This lacks a lot of "crunch" reasons to get it and that makes me a sad icebox. Personally, I think that this is something EP's, or even all ponies should just get with their racial package. It hurts my head to imagine how EP's at least handle explosives or lockpicking or anything that requires deft movement without it. If they want to be a "badass" and use it to shoot mouthguns or fling around explosives, then they can do it with a -2 to their STR for all purposes and use the AP they have naturally in their turn to fling and fire them around. I am positive that Littlepip or Calamity wouldn't feel too outgunned, and it opens up a new, interesting set of perk ideas for everypony.
Oooh, I like some of the perk ideas you have here based off of Tail Trick. However, Tail Trick has one huge advantage to those creatures without hands; it costs 10 less to use the 'Use Item' maneuver in combat, which is normally 30 AP (20 AP if the item is considered 'ready' in a holster or a bandoleer). That reduction has a huge impact in terms of AP efficiency, especially in a system where every point counts.
Fridge wrote: Running Tackle: (Level 2, Wording/Subjective) So, wait. Can you not sprint, roll to stop, and tackle somepony if you don't have this perk? How come flying tackle is something you just get and don't have to blow a perk on, then? Does this perk also apply to flying tackles? Also, kind of a weird thing, but the trip rules aren't 100% clear. Do you roll an attack with whatever you have on hoof as a thing, and then do the contest of STR+1d10 against AGI+1d10? If so, why wouldn't you simply always use your hind leg and never have to spend more than 15AP on the unarmed thing if unarmed is your thing? How much AP would it take to use the stock of a "rifle" class gun as a melee weapon in this attempt? Does the +2 apply to the "To hit" or the "To trip" roll? When do you trip if the tackle happens on their turn? Do you have to have the AP left over for an unarmed or melee attack to attempt it? Once again, I think this is just something that you should get and have to deal with the penalties for.
Yeah, the combat maneuvers could use a look over, mostly to clear the wording on them. I know more than a few groups I'm in have been a bit confused on it. You are right, however. Where this perk gives the +2 is a tad unclear.
Fridge wrote: Hit the Deck!: (Level 4, Wording) Aren't all explosives ranged? Now I kind of want to see the elusive melee explosive that this doesn't cover. :ajbemused:
Are we talking all weapons that are under the "Thrown/Placed" explosives weapon tag, as well as explosive projectile weapons and the like? If that's the case, do we include stun damage coming from stun grenades and attribute damage from gas grenades?
Oooh! Good catch. Hit the Deck should apply to ALL explosives...or we've all been using it wrong (Unless mines don't count for Hit the Deck, which they logically should). I would say that it should be clarified to halve all HP and Stun Damage from the explosive. Stat and HP damage from a poison grenade/mine aren't from the explosive...those are from the poison.
Fridge wrote: Lone Wanderer: (Level 4, Wording) Does this apply if you're stealthed and the party can't see you that way?
Yup! :pinkiehappy:
Fridge wrote: Demolitions Expert: (Level 6, Mechanical) How is cooking off a grenade going to differ from just throwing it outside of how it's roleplayed? Typically, whenever a friend of mine uses a grenade, the GM just takes into account the AoE and says it hits so long as they get the roll. If they don't, it doesn't hit anyone, or on a crit fail, might hurt the player in question. My idea on how to fix it is to make it a preventative perk, either increasing the difficulty for an enemy to spot and disarm your explosive, making it less likely that you hit an ally in range of the blast, or granting the explosive in question a DT penetration, so long as it's a thrown or placed explosive on all matters. Explosive projectiles have range
Hrm...that's not a bad idea, and something we discussed last night in the Stalliongrad game. Currently the grenade goes off at the end of your round; this also allows an opponent or player to have a 'ready' action to chuck a grenade back should it land near them. This perk would cause the grenade to explode upon hitting a target. In addition, you would need this perk to perform full damage against a limb using a thrown grenade; you can't do it without this perk.
Fridge wrote: Pathfinder: (Level 6, Subjective) I just don't see how this is useful at all to want to blow a perk on it. I've never been in a game in which getting anywhere on a map-and-compass scale 25% faster would've changed anything, nor have I been in a game that's ever used a sky bandit, which to me seems like a pretty narrow use since it only affects one kind of vehicle. My suggestion to correct this is to make it so that you can roll a survival or perception check whenever a GM would roll up a random encounter to see if you can avoid the random encounter or at least avoid an ambush.
Ah, another perk we discussed in the Stalliongrad game. Our thought was to replace the words 'Sky Bandit' with 'vehicle' and then roll Pathfinder into Explorer. Both perks offer some situational bonus (Explorer's +2 Luck Check on finding nifty areas, for instance) that, if the GM isn't using that rule to determine areas you find, make that part of the perk useless. Rolling them together fixes that.
Fridge wrote: Ammo Crafter: (Level 6, Wording/Mechanical) I don't think there's any system in place for recovering ammo, nor would anyone really want to deal with it. So, I'd personally simply get rid of the first part altogether and make this what you need to make the "Craftable" ammo for firearms. Maybe make it a "Firearms" reliant thing instead of a Mechanics thing so that there's a reason to have firearms over Battle Saddles.
Heh. Not a bad idea. What if we instead said that, on a successful perception check, you recovered all casings/hulls and it unlocked the recipes. On a failure, you recover only half? However, I disagree on switching the skill use. Mechanics fits better (as making bullets is a very mechanical process) and also prevents one skill from being used as a source of ammo replenishment and for attacking.
Fridge wrote: Vigilant Recycler: (Level 6, Mechanical) Outside of "Optimized" ammo in uSea's list, there aren't any craftable ammo kinds for M.E.W.'s, nor does anyone want to roll if they keep the hulls, casings, or batteries since it's really too much trouble for too little pay-off, and I don't think there's a system in place even if they wanted to recycle. So, let's just make it the equivalent of Ammo Crafter, throw in the optimized stuff, and maybe something else. Armor Piercing or Silent Ammo, anypony?
I do admit that MEW ammo needs work. However, we could also have this perk make it so you can make ANY type of MEW ammo, not just craftable only. That would also be a worthwhile improvement.
Fridge wrote: Organizer: (Level 8, Subjective) There's nothing really wrong with this, but, well. Carry weight in Fo:E is a joke and that's the way we like it. I just don't see the point in having it being something to worry about since you're co-operating with five other ponies to shoulder the weight with, so I don't see the point in stuff like this perk.
Heh, fair enough. However, for those games that keep close track of carry weight, this perk is worth its weight-reduction in caps.
Fridge wrote: Super Slam: (Level 8, Subjective/Wording) Doesn't seem very "Super Slam"-my based on the effects written. I get why it is, but maybe we could rename the perk "Will Knock You Down" or something.
A name change might be appropriate, though the imagery of someone that just always hits so hard they can knock almost anything over without intending to is funny. As a note, I need to take this perk on my unarmed filly (again, I have an odd sense of humor).
Fridge wrote: Sharpshooter: (Level 9, Wording) Since perception has no influence on what your range is for your weapon, I believe, the second perk is the only useful bit there.
Yeah, I would go ahead and just drop the first portion of this perk. The second portion alone makes this perk awesome.
Fridge wrote: And Stay Back!: (Level 10, Mechanical) Okay! This is actually what I started this big, stupid list to mention! Since pellets are no longer a thing we have to worry about (at least in uSea's weapon list, I think it still works fine in Ten's as long as you use the damage rolls to determine knockback), this has lost all meaning! So, how can we fix it? Well, I talked it out with uSea, and we came to three possibilities!
One: Make it a flat amount of push movement per turn on a hit target, resistible on a strength check.
Two: Simply use the damage on the d10 rolls to determine if you move 'em. If you roll a ten, you move 'em a set amount. Multiple tens push more.
Three: Have it push a hit target for as many units as the damage done to it divided by 20, 15, or 10 at Medium, Short, and PB respectively.
I like option three the best, uSea's split between two and three, but it's really open for discussion.
I like number two. Maybe have it push them back 5 feet per 10 rolled on damage? This also gives Buckshot a bit of love.
Fridge wrote: How We Do It On The Farm: (Level 10, Wording) Do we take the multiplier for a critical, 200% for example, and then add 50% to the multiplier itself, or do we add 150% of the total damage done on a critical hit on top of that critical hit? Or does it make a difference? My head's kind of buzzing right now.
Ah, this is going to involve a bit of math. Basically, the perk increases the critical portion of the damage by 50%. So, for weapons with the Magic descriptor, this perk would increase the critical multiplier to 250% (2.5*damage done), as half of the 100% increase to damage is 50%. Other weapons would see damage on a crit increase to 175% (1.75*damage dealt), as half of the 50% extra damage is 25%. That make a bit more sense? :twilightsmile:
Fridge wrote: Celestia Powered: (Level 20, Subjective/Wording/Mechanical) You know, since we do have some games that take place before and after the cloud ceiling, we really should write something down here.
I plan to take this perk at level 20, just to find out what it does...and get it written in the perks list. You are right, something awesome should be written there.
Fridge wrote: Amanuensis: (Level 22, Mechanical) Why is this even here? I've never run into a blank magazine in my gaming experience, nor at this point would it even be useful. Either lower the level requirements, or just remove it altogether. Judging by what Kkat herself said, I'm leaning towards the latter.
Agreed.
Fridge wrote: Don't Touch That!: (EP, Level 2, Subjective, Mechanical) First off, I don't think there's an IED underneath Ten's or uSea's list for you to make. Second off, if ammo for firearms and M.E.W.'s can be crafted by everypony, why is ammo for... Well, why are thrown explosives so special? Either make 'em all EP things, or make 'em all general.
Also, someone's been playing too much "Doom" if when they think of 5mm ammo, they think of a chaingun instead of Assault Rifles and Miniguns.
Yeah, this perk needs some work. There was some thought to making a 'Mad Bomber' perk and making it either EP only, to replace this perk, or just making it general and work like how Ammo Crafter does (allowing you to make all types of explosives and explosives ammunition). I am leaning more toward the latter.
Fridge wrote: Raise That Barn: (EP, Level 3, Subjective) I've never seen this picked or used because, for the most part, in a six pony group, only one or two of them are EP's. Maybe just make it so that if they're working on a project with anypony else, they're making it go 25% faster per EP with the perk.
Its mostly a world-building perk, I admit. However, a party of all EPs with this perk would be the best at building EVERYTHING. It boggles the mind...and now I want to play in a party of all EPs with this perk. :pinkiehappy:
Fridge wrote: Bombermare/buck: (EP, Level 9, Subjective) Can somebody please explain to me why this is an EP exclusive other than "Well, we had to give them /something/." Because I think that's a lousy reason to not give something that'll be useful for every explosives expert to everyone.
That isn't an unfair reasoning. My current head-canon with this perk is that, since Earth Ponies tend to be the best at building something, they are also the best at blowing up everything (since its much easier to destroy than to build).
Fridge wrote: Bonsai: (Ghoul, Level 12, Subjective/Mechanical) Why is this even a thing? If anything, it should simply be a quest perk or something.
Yeah, probably. Or have the fruit grown on a ghoul's head provide special bonuses when eaten?
Fridge wrote: Contract Killer/Lawgiver: (Griffons, Level 2 [General, Level 14], Subjective) I've never seen anyone pick up this perk, nor do I see it being useful in a day-to-day basis. Maybe if it gave a damage or to-hit bonus on folks that have a bounty on them, it would be considered a more "useful" perk to nab up.
That's not a bad idea, honestly. Its a little vague as it is, and I hate vague perks.
Fridge wrote: Broad Daylight: (SATS, Level 26, Subjective) Are you friggin' kidding me? I get that Pipbucks can cast "Light" like the general Unicorn ability, but for a level 26 ability to not get noticed while casting it, I would expect that it could also shoot infrared laser beams. Or miniature sharks.
Yeah, especially considering how weak the pipbuck light is (1 potency doesn't reach that far). Subtract 20 from the level requirement for this, and that might be a bit more appropriate. Thoughts?
Fridge wrote: Matrix Casting: (Unicorn/Alicorn, Level (2?), Mechanical) You know, it never really goes into detail of what matrix spell casting actually does to the spell. Does it combine the potency of both unicorns/alicorns? Is versatility a factor?
Matrix casting allows a pair of unicorn/alicorns to combine the potency and versatility of both casters and split the strain cost to cast the spell. However, the limitations on the perk make it not usable in combat; takes a minute to weave the matrix, any damage taken while weaving the matrix disrupts the attempt at matrix casting, etc.
Thanqol wrote:How You Like THEM Apples!? - Level 6 - Mechanical: Given how fast ponies move and how insignificant +2 yards on a grenade toss is, this is strictly worse than taking Extra Special: Strength.
Not really. This perk is like increasing your strength by two but just for thrown items...any thrown item. Fairly well balanced as far as things go. Though, we may want to consider doubling the bonus, considering what Egghead is the equivalent of +4 bonus to INT for the purposes of gaining skill points.
Thanqol wrote:Quick Recovery - Level 6 - Subjective: Awfully situational.
I admit it is situational, but it does half your AP cost to stand up normally. Considering how much of a bonus to hit everyone gets against you while you are prone, it is a nice perk.
Thanqol wrote:Whining presence - Level 8 - Subjective: +10 speech in exchange for negatives when Sun and Moon at the same level gives +15 speech with no negatives?
Yeah, Whining Presence feels more like a trait than a perk. Maybe it could be made into a trait (which would be funny as all hell, in my opinion).
Thanqol wrote:Luna’s Ruse - Level 10 - Wording: What does +1 Crit Multiplier mean with the new critical hit system?
Ah, good catch! It should say that it increases critical damage by 100% against sleeping targets, or a +1 to the critical multiplier. Normal weapons would do 250% damage against sleeping targets, MEW weapons would do 300% damage against sleeping targets.
Thanqol wrote:Mysterious Mare-Do-Well - Level 10 - Wording: How often do you roll to see if you get helped? Every encounter? How good is the help? GM fiat?
Pretty much, yeah. Our cyberpony with this perk asked the GM to make it useful when ever the story seemed appropriate...which may have been the better choice for her, as the ghost of Rainbow Dash is currently making sure that a corrupted Spirit of Machines doesn't possess her.
Thanqol wrote:Mental Block - Level 16 - Wording, Subjective: 'Ulterior' bonus to all rolls? What's wrong with additional? Also, how really useful are these bonuses when they require you to sit quietly and do nothing?
Pretty useful, though I should note that it doesn't say you have to be doing nothing; you just have to be still, silent, and sitting. So, this perk would give you bonuses to lockpicking, making schematics, etc. Its not a combat perk.
Thanqol wrote:Memory Implant - EP 18 - Wording: The effects of the retained bonuses are strange. If taken at face value they'd require me to fill my character sheet with dozens of minor notes (hacked Hard terminal - +7. Shot dodging pegasus at -30 - +1). In addition, a +d10 bonus to a skill is the definition of inelegant. Almost anything else would be better.
Ah! I see the issue. You just have to note the difficulty of a given test when you are successful and then you get to roll a d10 and add it to your skill before rolling, in essence, you reduce the difficulty of a test you have done before. The mechanic is a bit of an issue, however.
Thanqol wrote:Death from Above - Griffon 4 - Wording, Subjective: "Using to full advance". Subjectively, I don't see why pegasus ponies are assumed to be unable to hide while airborne (not mentioned anywhere else in the system other than the implications of this perk). I think modern drone warfare shows just how easy it is to hide things in the sky.
Hrm. I see your point, but it has to do with the theme of each race. Griffons are practical predators. Pegasus are flashy, hell, look at the episode Sonic Rainboom or the Wonderbolts. Pegasus are all about Shock and Awe tactics.

In regards to the discussion on Earth Ponies in general:

Having played a pegasus, a pair of Earth Ponies and a couple unicorns, I can say with little issue that Earth Ponies start off the weakest of any of the races. However, as the game progresses and both Unicorn and Pegasi are sinking perks into flight/magic, an Earth Pony spends those perks on other things. This means that an Earth Pony becomes better, faster, at what they want to focus on. In fact, I would go so far as to say that an Earth Pony with explosives and the latest defensive perks is the best 'tank' in the game. While a unicorn or a pegasus could blow up a defensive emplacement with their magic, they won't have the staying power as early on as the Earth Pony. In addition, I have come to the point in the 5 games I am in where I don't blow up the unicorn or the pegasus because they have magic...

I blow up the target that can do the most damage. That target will always be the pony with explosives, and the best at that is the Earth Pony. Are Earth Ponies considered 'balanced'? No. But that is why I am working on, in the game I will run, all the racial perks and balancing them against a racial theme. Give the race a direction, and the perks will flow. :drwhooves:

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Re: Alternate Core Documents

Post by Thanqol » Wed May 29, 2013 8:15 pm

Hrm. I see your point, but it has to do with the theme of each race. Griffons are practical predators. Pegasus are flashy, hell, look at the episode Sonic Rainboom or the Wonderbolts. Pegasus are all about Shock and Awe tactics.
As somepony currently playing a Shadowbolt, that's crap. It may not be popular policy in the Enclave but being flashy isn't an inherent aspect of being a pegasus. I'm sure you can think of some very subtle and quiet pegasus ponies if you put your mind to it.

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TyrannisUmbra
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Re: Alternate Core Documents

Post by TyrannisUmbra » Wed May 29, 2013 11:02 pm

ToWhatEnd wrote:
TyrannisUmbra wrote:EPs have the most usable perks of any race. Yes, that includes unicorns. Yes, that doesn't include cyberpony perks. That may have been true in the past, but it's not anymore.
Are we playing the same system? :rainbowhuh: I do agree that EP have been getting better perks, Blazing Saddles would be amazing if in addition to the bonus it allowed you to link any 2 weapons. Still, even Griffins have better perks and over all versatility. Being able to have a instant STR+7d10 weapon at level 6 with griffin perks is quite useable IMO.

Cyberpony perks are quite powerful, you could potentially have an effective 185 in MEW or Firearms or 175 in Battle Saddles. Though unless we say that EPs have natural nanomachines inside of their body EPs are at a severe disadvantage since they need a shit load of caps, GM intervention, and they need to be turn into machines to stand up to their brethren. Which is fine if you want to play as a Cybernetic Badass but if you just want to be anything else I'd rather have the inherent bonuses other races have. Or we could use that EP magic ruleset. But that is literally uplifted straight from My Little Metro.

Overall Mud Pones are getting better, they just need more perks. More perks that allows them to do things in every field that other races can't. So far they are close, but still no cigar.
Count all the perks for each race, discounting the cyberpony perks. EPs have the most. I was surprised as well when I first found out, but right now, EPs have the most perks of any race. If any races need love, it's zebra, buffalo, and griffon, not EP.
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Re: Alternate Core Documents

Post by Viewing_Glass » Wed May 29, 2013 11:37 pm

Thanqol wrote:
Hrm. I see your point, but it has to do with the theme of each race. Griffons are practical predators. Pegasus are flashy, hell, look at the episode Sonic Rainboom or the Wonderbolts. Pegasus are all about Shock and Awe tactics.
As somepony currently playing a Shadowbolt, that's crap. It may not be popular policy in the Enclave but being flashy isn't an inherent aspect of being a pegasus. I'm sure you can think of some very subtle and quiet pegasus ponies if you put your mind to it.
Well, if your game is using a different theme for pegasus, maybe ask the GM if you can get the perk, or develop a Pegasus trick that lets you learn it?

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Re: Alternate Core Documents

Post by f1r3w4rr10r » Thu May 30, 2013 1:49 am

Important:

I would like to make a proposal. Since I only skim through this thread to read the "patch notes" on the rulebook, most of this here is TL;DR and too much information.
Can we maybe get a seperate thread where only the patch notes go and keep this one as discussion thread?

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Re: Alternate Core Documents

Post by Thanqol » Thu May 30, 2013 3:40 am

Viewing_Glass wrote:Well, if your game is using a different theme for pegasus, maybe ask the GM if you can get the perk, or develop a Pegasus trick that lets you learn it?
Woah woah woah, 'Stealthy pegasus' is not a concept so alien that it needs to be patched into the game by GM fiat. Stealthy pegasus is a totally viable concept that is only currently harmed by a throwaway line in another race's perk tree that implies that you need to take a griffon-only perk in order to be stealthy while airborne. The problem is in the bizarre implication that pegasus ponies can't hide in clouds under any circumstances.

Sure, 'not subtle' may be a theme for the Enclave, but the Enclave is also a militarised society that spends all it's time in the clouds. It defies belief that they would not have scouts, or scouts trained in stealth, or most bizarrely of all scouts trained in moving stealthily on the ground but not in the sky. Because that's the implication of a Pegasus with ranks in stealth. You know how to move stealthily on the ground and not the sky. This is absurd.

The solution is not me petitioning my GM to correct this oversight. The solution is to remove the oversight. This perk needs to be reworded so it is a bonus to, and not a prerequisite for, aerial stealth manoeuvres.

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