Alternate Core Documents

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

Post by radmelon » Wed Aug 08, 2012 2:17 pm

Yeah, I was trying to compare it to the DT multiplier from holow-point rounds, but my initial guess was DTx5, which was too high. A friend of mine (who shall be joining this board momentarily) helped me with the numbers.
Bloody mess: The gift that keeps on gibbing.

jojolagger
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Re: Alternate Core Documents

Post by jojolagger » Wed Aug 08, 2012 2:52 pm

radmelon wrote:Yeah, I was trying to compare it to the DT multiplier from holow-point rounds, but my initial guess was DTx5, which was too high. A friend of mine (who shall be joining this board momentarily) helped me with the numbers.
I have arrived. Still need to actually do most set-up stuff for my account, like avatar and such, but posting here first. Mainly because I'd like to say this is awesome, and thanks to everyone who has worked on it.
Also because there is no Flight (rank 1). Not in the Perk list, not in the main document.

Also, the longest confirmed sniper kill is 2707 yards, which is over 8000 feet, and makes 450 feet (150 yards) seem far less extreme. Also, said record was actually with two consecutive shots, both of which were kills. Followed by shooting the gun they had in order to disable it.

EDIT: Monster Perks
Distant Threat: Monster has a ranged attack with long range
Sniper: Monster has a ranged attack with long range
I think sniper is meant to be Extreme range.
Also, I love how weak poison is capable of producing unlimited amounts of alcohol.

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Fri Aug 17, 2012 9:23 pm

Made a hoof-full of small changes after playtesting further. Please let me know if these changes work, or if they need revision:

Charging and sprinting are now a distance in yards rather than feet. Movement is still in feet, but no longer halved.
Eldritch Knives has had it's base damage reduced after realizing how insanely lethal it had become.
The basic level of Detect Others has been rewritten for clarity so it no longer allows you to do things the advanced version does not.
There are now rules for ghoul radiation bleed-off.

Any suggestions on appropriate movement modifiers and speeds for the various ranks of Flight?

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SilverlightPony
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Re: Alternate Core Documents

Post by SilverlightPony » Fri Aug 17, 2012 10:57 pm

Kkat wrote:Charging and sprinting are now a distance in yards rather than feet. Movement is still in feet, but no longer halved.
I'd recommend keeping all distances presented in the same units, to avoid confusion. Shouldn't matter if those units are feet, yards, or meters, but consistency is generally a good idea.
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Kkat
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Re: Alternate Core Documents

Post by Kkat » Fri Aug 17, 2012 11:13 pm

Good idea. I'll change Movement to yards, but halve it.

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DontAskForCookies
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Re: Alternate Core Documents

Post by DontAskForCookies » Sat Aug 18, 2012 3:39 am

Something that I have had to deal with in games that include flight as an player character option (such as D&D and more dramatically Mutants and Masterminds) Is characters way outpacing others, be they PC's or NPC's. A house rule I always include to help keep some players from just rocketing off is to include a rate of acceleration. I would love to see the inclusion of something similar in this rules set, which by the way, I will be trying out with a group of players in RL soon after they are done thinking up some fresh Stable bait for me to play with like some strange monstrous all powerful cat somehow granted god like abilities.

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Kkat
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Re: Alternate Core Documents

Post by Kkat » Sun Aug 19, 2012 12:35 am

jojolagger wrote: Also because there is no Flight (rank 1). Not in the Perk list, not in the main document.

{del}

EDIT: Monster Perks
Distant Threat: Monster has a ranged attack with long range
Sniper: Monster has a ranged attack with long range
I think sniper is meant to be Extreme range.
Also, I love how weak poison is capable of producing unlimited amounts of alcohol.
Finally got around to making these corrections. Sorry it took so long. I was distracted by side quests. :lwalk:

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radmelon
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Re: Alternate Core Documents

Post by radmelon » Sat Aug 25, 2012 1:02 pm

I have a few questions about rules clarifications. Do the crit chance mods for weapon quality also affect critical failure chances in addition to critical successes? Because if yes, then with 10 LCK and a good or perfect weapon, you can't critfail. This could be an issue.

Secondly, in the equipment list, it gives unicorn and alicorn horns as unarmed weapons with higher than base damage, but says nothing about this in the race section of the rules. Perhaps this should be noted/changed.

Lastly, How fast do recharger pistols/rifles recharge? I'm assuming 1 shot/round, but it doesn't say.
Bloody mess: The gift that keeps on gibbing.

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SilverlightPony
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Re: Alternate Core Documents

Post by SilverlightPony » Sat Aug 25, 2012 2:09 pm

radmelon wrote:I have a few questions about rules clarifications. Do the crit chance mods for weapon quality also affect critical failure chances in addition to critical successes? Because if yes, then with 10 LCK and a good or perfect weapon, you can't critfail. This could be an issue.
Well, most GMs tend to have a ground rule that rolling a solid 100 is always a crit-fail, regardless of anything else.
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radmelon
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Re: Alternate Core Documents

Post by radmelon » Sat Aug 25, 2012 5:30 pm

Fair enough, just thought I'd check. Especially because I've made a character for a RL game that does have 10 LCK. And jinxed. Such a lovely combination together. Sure my critfail chance is doubled, but it was 1% to begin with, so who cares? And all of my enemies critfail rates are doubled!
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On that note, does the doubling from Jinxed occur before or after the modification for weapon quality is applied?
Bloody mess: The gift that keeps on gibbing.

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