Alternate Core Documents
Re: Alternate Core Documents
its just a matter of how much you want those that neglect strength to suffer. Basically 25 + 5str*25 is 150 total weight. This means less carrying capacity for everybody that isnt a strength mauling maniac or on buffout. But on the flipside 150 + STR x 10 is overly friendly i feel. Maybe a middle ground?
100 carrying capacity + str*20 would give a pony with 5 strength the same as he would have had with the FO:3 / NV formula but a strength focused character would be able to scale up to an additional 100 more carry weight then he would have gotten with the NV formualy should he reach the pinnacle of strength (10).
100 carrying capacity + str*20 would give a pony with 5 strength the same as he would have had with the FO:3 / NV formula but a strength focused character would be able to scale up to an additional 100 more carry weight then he would have gotten with the NV formualy should he reach the pinnacle of strength (10).
Last edited by Damhoof on Thu Jul 12, 2012 2:11 pm, edited 1 time in total.
Being evil is not the same as being heartless.
Re: Alternate Core Documents
If you've got to use pounds, 150 + (STR x 10) is a decent way to do it that keeps low strength characters from being crippled by how little they can carry. For Group 2, I think I ended up going with 50 + (STR x 10) in kilograms, which matches closely with the 100 + (STR x 20) Damhoof just mentioned. It ultimately comes down to whether you want characters to start with a decent carry weight, or have to spend serious points to get a decent carry weight.
Re: Alternate Core Documents
The section on Character Improvement has been expanded. The XP list has been made a little easier to read, and is now expanded through level 30. The section on taking perks now explains perk ranks and mastery.
In the process of working on this, I have fixed the Perks Revisions document so the magic perks now actually match the Spell Revisions document. Two new perks have also been added which allow bonuses to Initiative: Combat Coordinator and Like a Bullet.
In the process of working on this, I have fixed the Perks Revisions document so the magic perks now actually match the Spell Revisions document. Two new perks have also been added which allow bonuses to Initiative: Combat Coordinator and Like a Bullet.
Re: Alternate Core Documents
The section on Gameplay now includes general rules from Critical Success and Critical Failure, as well as a section on NPC Disposition (including community Reputation) and rules for item degradation and repair.
The Determine Starting Equipment section now includes optional rules for weapon-specific AP and Critical Success values as well as the tiered weapons list.
The Combat section is now complete, including all the goodies from the Suggested Combat Revisions sheet (with a few minor modifications) as well as rules on things like healing and death. The section on Crippling Limbs is now listed as optional.
The Determine Starting Equipment section now includes optional rules for weapon-specific AP and Critical Success values as well as the tiered weapons list.
The Combat section is now complete, including all the goodies from the Suggested Combat Revisions sheet (with a few minor modifications) as well as rules on things like healing and death. The section on Crippling Limbs is now listed as optional.
Re: Alternate Core Documents
That's essentially what I was recommending in my initial post. The current Sunrise rules have it as 100% for the torso, 50% for each limb.Strobe wrote:Well, keep in mind that crippling the head in games like Fallout 3 and New Vegas doesn't kill your character, or anybody else, for that matter. My take on it was to reduce the total limb health to something like 1/3rd total health, with the torso getting 1/2 health.
Well, how about simplifying it: any time a limb takes at least 25% of its total damage, you roll at the same percentage, minus Luck, to see if it's crippled? To simplify further, use only 25%, 50%, and 75% as roll targets depending on the damage taken, so nopony gets caught up working the math except on the really close calls. 100% of damage to the limb, of course, simply means automatic crippling.An alternate way of doing things was to have any given armor's DT cut in half...
This would mean that even relatively light wounds could potentially cripple, and an explosion would have SIX chances to cripple, making them very effective at what they're supposed to do: area denial (minefields) and crowd suppression (grenades, rockets, etc).
Re: Alternate Core Documents
I considered reducing crippling damage to 1/3 hit points -- even wrote in that change and started to adjust the character sheet -- only to realize that at 1/3 hit points, it would be insanely easy to cripple a limb. So much so that many attacks would cripple a limb with a single blow. Suffering crippled limbs shouldn't be something that a character has to deal with in every battle, much less potentially from every hit.
Re: Alternate Core Documents
The rules for Alchemy and Chemistry have been integrated into the document.
This brought to light that we need to expand the chems on the equipment list to include duration, addiction chance and withdrawal effects.
This brought to light that we need to expand the chems on the equipment list to include duration, addiction chance and withdrawal effects.
Re: Alternate Core Documents
I've swapped which weapons list is the core mechanic. Now, the Tiered Weapons List by uSea is the core weapons/armor mechanic and TenMihara's Weapons sheet is an optional alternative for advanced play.
I've removed the AP costs chart for attacks, choosing to instead use the individual weapons AP costs on the Tiered Weapons List because the AP costs chart had weapons divided by categories that were not supported in either weapons list.
I've removed the AP costs chart for attacks, choosing to instead use the individual weapons AP costs on the Tiered Weapons List because the AP costs chart had weapons divided by categories that were not supported in either weapons list.
Re: Alternate Core Documents
Did a little clean-up.
uSea has a Sample Loot Tables document that included addiction rates for chems and a good chem write-up. I transferred that sheet onto uSea's Random Items sheet to replace the unfinished "Medical Items" list, then expanded the chart to include chem durations and addiction effects.
Now that duration and addiction effects are documented, I was able to add "Chem Reliant" and "Chem Resistant" to the traits list, and to more fully write up the mechanics of addition. Addiction in Fallout: Equestria is, you will note, a lot nastier than in the original Fallout games.
Other alterations are just minor wording changes, spelling corrections, etc. I'm hoping to get more work done on spells so that the Spells Revisions document is ready for integration.
uSea has a Sample Loot Tables document that included addiction rates for chems and a good chem write-up. I transferred that sheet onto uSea's Random Items sheet to replace the unfinished "Medical Items" list, then expanded the chart to include chem durations and addiction effects.
Now that duration and addiction effects are documented, I was able to add "Chem Reliant" and "Chem Resistant" to the traits list, and to more fully write up the mechanics of addition. Addiction in Fallout: Equestria is, you will note, a lot nastier than in the original Fallout games.
Other alterations are just minor wording changes, spelling corrections, etc. I'm hoping to get more work done on spells so that the Spells Revisions document is ready for integration.
Re: Alternate Core Documents
Now includes spellcasting. And hyperlinked Table of Contents! Woo!