Fallout Equetria PNP
Re: Fallout Equetria PNP
I've made Wis an optional attribute as said. But it is correct that Per technically is Wis. So I guess I'll just have to see how it turns out. Those that dislike it can just replaced it with Per like stated. I'm most skills I'm quite happy with tbh. It makes characters less of the "10 in all attributes and 100 in all skills you quite easily becomes in Fo3/NV (from what I've been told) Empathy was one I was pondering a bit over, but so far It got it's own place.
Big guns does have a Str requirement. And yes, generally they are hard to find and all that. But like said: Once you get them... and all skills are more or less taken directly from how the game calculates their scores. Only changes made have been on the added skills, and a few minor changes to some existing (giving them a +5 or a +0, or adding a x to adjust them more for the system) Big guns are their own skill in Fallout, why wouldn't they be here? Also, unicorns also need battle-saddles, unless they sink a butt-load into their telekinesis.
Big guns does have a Str requirement. And yes, generally they are hard to find and all that. But like said: Once you get them... and all skills are more or less taken directly from how the game calculates their scores. Only changes made have been on the added skills, and a few minor changes to some existing (giving them a +5 or a +0, or adding a x to adjust them more for the system) Big guns are their own skill in Fallout, why wouldn't they be here? Also, unicorns also need battle-saddles, unless they sink a butt-load into their telekinesis.
I do not suffer from insanity... I quite enjoy it....
- Pinkie Pie!
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Re: Fallout Equetria PNP
i have created a character for the second PnP roleplaying group, my original intention was to have her focus on magic. but as strobe pointed out, that could easily be a bit OP since they cost nothing to cast.
so perhaps it would be an idea to implement something like mana, which depends on potency (endurance).
you start a battle with a fixed amount of mana and each spell costs some. if you would make the mana cost a fixed amount + a variable then you could also implement the danger of burning out (which means no magic for the next battle(s))
i understand that this is still the core testing face, so i can stick to a flamethrower for now, but perhaps this might be a good idea for in the future.
also i have absolutely no previous experience with PnP games so you may discard this comment as you wish
so perhaps it would be an idea to implement something like mana, which depends on potency (endurance).
you start a battle with a fixed amount of mana and each spell costs some. if you would make the mana cost a fixed amount + a variable then you could also implement the danger of burning out (which means no magic for the next battle(s))
i understand that this is still the core testing face, so i can stick to a flamethrower for now, but perhaps this might be a good idea for in the future.
also i have absolutely no previous experience with PnP games so you may discard this comment as you wish
Everything will end in sunshine and rainbows!
Re: Fallout Equetria PNP
hi hi
Many other RPGs have a system where casting a spell has the potential to deal the caster stun damage, fatigue, drain, etc. Depending on the difficulty of the spell and how good the character is at casting it, they may either avoid spending any resources at all (especially if it is an easy task like holding a firearm with telekinesis) or they may get knocked unconscious (lifting yourself)
Basically, what you do is you give each spell a damage code, that is either rolled or a flat value. Whenever that spell is cast, the player has to resist that damage, which is usually dependent on their spell-casting ability and how high their relevant stat is.
For example, you could use a mechanic like this:
Spell Casters have a spell casting rating, either a skill or a derived stat that is improved by their relevant SPECIAL ability.
The base resistance for a derived stat goes like so.
51% and above = full drain
50% - 26% = half drain
25% - 1% = no drain
Modified by whatever stat.
If spellcasting is a skill.
Skill Level and above = full drain
between SL and SL - 25% = half drain
below SL - 25% = no drain
Very difficult spells can tack a -30% penalty
Very easy spells can give you a +30% bonus
(and everything inbetween)
Many other RPGs have a system where casting a spell has the potential to deal the caster stun damage, fatigue, drain, etc. Depending on the difficulty of the spell and how good the character is at casting it, they may either avoid spending any resources at all (especially if it is an easy task like holding a firearm with telekinesis) or they may get knocked unconscious (lifting yourself)
Basically, what you do is you give each spell a damage code, that is either rolled or a flat value. Whenever that spell is cast, the player has to resist that damage, which is usually dependent on their spell-casting ability and how high their relevant stat is.
For example, you could use a mechanic like this:
Spell Casters have a spell casting rating, either a skill or a derived stat that is improved by their relevant SPECIAL ability.
The base resistance for a derived stat goes like so.
51% and above = full drain
50% - 26% = half drain
25% - 1% = no drain
Modified by whatever stat.
If spellcasting is a skill.
Skill Level and above = full drain
between SL and SL - 25% = half drain
below SL - 25% = no drain
Very difficult spells can tack a -30% penalty
Very easy spells can give you a +30% bonus
(and everything inbetween)
Re: Fallout Equetria PNP
Wait, you not only created a magic system that made Unicorns way better in every way, but you also made spells free to cast? (what about burnout?)... I'm beginning to see now why 1 UP could easily take out 5 EP with the same attributes and build. Erh, anyhow. I'd have to have a looksie on your system again once I manage to fix the gaping hole in mine. If not, only to prove that my friend was wrong in that matter. Feh, things have been so hectic lately.
I do not suffer from insanity... I quite enjoy it....
Re: Fallout Equetria PNP
Whee! Actually, finally, looking into joining an FOE RPG... and I'm a little overwhelmed by all of this.
Could somepony please give me a quick overview of the systems and the games that are currently running or soon to start?
I'd love to join one!
Could somepony please give me a quick overview of the systems and the games that are currently running or soon to start?
I'd love to join one!
- otherunicorn
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Re: Fallout Equetria PNP
I'd love to see what character you come up with this time, even though you are the one person with all rights to play Littlepip!Kkat wrote:Whee! Actually, finally, looking into joining an FOE RPG... and I'm a little overwhelmed by all of this.
Could somepony please give me a quick overview of the systems and the games that are currently running or soon to start?
I'd love to join one!
Fallout Equestria. We're no Heroes http://www.fimfiction.net/story/3637/Fa ... -no-Heroes
Re: Fallout Equetria PNP
otherunicorn wrote:I'd love to see what character you come up with this time, even though you are the one person with all rights to play Littlepip!
It would depend on the rules set and what the party already included. ^.^
Would also depend on the setting in relation to FOE. If set post-FOE (but pre-Afterword), I could see turning a minor character from FOE into a PC.
Re: Fallout Equetria PNP
As far as I know we have three separate systems.Kkat wrote:It would depend on the rules set and what the party already included. ^.^
Would also depend on the setting in relation to FOE. If set post-FOE (but pre-Afterword), I could see turning a minor character from FOE into a PC.
Sunrise system which is built similarly to the original fallout RPG and uses the same character rules. (Play testing faze, Unbalanced and incomplete but playable) The current test games are to take place before FO:E, but I'm sure that the prospect of having a canon character involved could prod a GM into changing that.
We have the much more complex Kim/Kattlarv system. This one uses percentiles, expands on the skills and doesn't use 'levels', instead stats and perks are increased as you use them or through roll playing. (drafting faze, not yet playable.)
subaqueousReach system, I honestly don't know much about this one, but it is a few months from completion
And finally, if need be one could fuse Pathfinder (balanced ponies as races have already been made for Pathfinder) with D20 Apocalypse to make a fair version of FO:E as it would have a balanced system (Pathfinder) and rules for high tech, mutations and enclave ships (D20 future). While this would be the fastest way to get a fully playable and moderately balanced system it would need some work from the GM and probably wouldn't enable quite as much world feel as a system built for FO:E.
Re: Fallout Equetria PNP
Thank you! I'm going to petition Sunrise for a spot in his game, and I'll be looking forward to when Kim starts playtesting.
Re: Fallout Equetria PNP
hi hi
I was pondering the use of magic today and I got to thinking. We've seen Buffalo and Mules in the show occasionally, but I don't know if anyone else has used them in a side story or anything like that.
I'm wondering what all y'all's take is on whether they have magic or not. I'm kind of partial to the idea that buffalo use some kind of ritual magic to call on the aid of spirits (though usually not evil spirits like windigos or discord) but I'm not 100% sold on that idea if someone had a better one.
However, I have no clue what kind of magic mules ought to have, if any. All I've got to work on is a offhand remark about being stubborn as a mule. I suppose it could be a form of earth pony magic, since they're half pony half donkey... but then what is donkey magic?
I was pondering the use of magic today and I got to thinking. We've seen Buffalo and Mules in the show occasionally, but I don't know if anyone else has used them in a side story or anything like that.
I'm wondering what all y'all's take is on whether they have magic or not. I'm kind of partial to the idea that buffalo use some kind of ritual magic to call on the aid of spirits (though usually not evil spirits like windigos or discord) but I'm not 100% sold on that idea if someone had a better one.
However, I have no clue what kind of magic mules ought to have, if any. All I've got to work on is a offhand remark about being stubborn as a mule. I suppose it could be a form of earth pony magic, since they're half pony half donkey... but then what is donkey magic?