Alternate Core Documents

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

Postby AMARDA » Tue Jul 17, 2012 12:31 am

GO KKAT!

Seriously awesome Document!
Xavi, target 45: 97 [5d100=16,2,32,26,21]

Epic set of rolls is epic.

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DiceArt
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Re: Alternate Core Documents

Postby DiceArt » Tue Jul 17, 2012 1:46 pm

I'll be switching my game over to these rules. They look awesome.

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Kkat
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Re: Alternate Core Documents

Postby Kkat » Wed Jul 18, 2012 5:10 pm

Worked with uSea today on a few elements of the Tiered Weapons List. The list now has the Caravan Shotgun and the Double-Barrel Shotgun. The damage and AP of shotguns has been reworked a bit as well. Likewise, we have added in the Crossbow as an available weapon, added "Scoped" and "Rare" to the list of special qualities, and tweaked a few weapons (such as the Silenced 22 SMG and the Zebra Rifle.)

Also worked on the Unarmed/Melee weapons, primarily refining the special qualities list.

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Kkat
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Re: Alternate Core Documents

Postby Kkat » Sat Jul 21, 2012 10:11 pm

Update on minor changes:

Last night, we added a few weapons to the Tiered Weapons List (sword, sickle and scythe) and codified rules for the benefit of Reach. Also, revolvers cannot jam. (They can still have dud rounds, but critical failures cannot result in a jammed revolver.)

Today, added a few new perks to the Perks Revisions list. The "Whining Presence" perk had the requirement of "Foal at Heart", so I created a "Foal at Heart" perk. While I was at it, I created a level 2 perk to give bonuses to Survival so that it wasn't the odd skill left out. The text for Cyperpony (Rank 1) was blank, so I filled it in, and did some tidying of the Cyperpony perks. Finally, I created a few high-level racial perks (such as a Sonic Rainboom perk for pegasi).

Added a few new types of clothing to the Tiered Weapons list, including a "lantern helmet" (based on the idea of a miner's helmet). Why should unicorns be the only ones who can have light coming from their heads? :pipshrug:

I did a little clean-up on the miscellaneous items list. Two of the tabs had less than half a dozen items on them, so I folded those tabs into the Misc Items page. I then re-organized the Misc Items page into a few categories to make it easier to find what you are looking for. I added a few items, and gave special effects to some of the kits.

AMARDA
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Re: Alternate Core Documents

Postby AMARDA » Mon Jul 23, 2012 7:03 am

Hey Kkat, are there any plans on Zebra Martial arts in the works?
Xavi, target 45: 97 [5d100=16,2,32,26,21]

Epic set of rolls is epic.

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AMARDA
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Re: Alternate Core Documents

Postby AMARDA » Mon Jul 23, 2012 11:23 pm

Also another idea would be to have all the spreadsheets linked in a Reference section so that people could find them a lot quicker.
Xavi, target 45: 97 [5d100=16,2,32,26,21]

Epic set of rolls is epic.

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Cloud-e
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Re: Alternate Core Documents

Postby Cloud-e » Tue Jul 31, 2012 1:38 pm

For one: Great docs, and I'm in a group just starting up using these rules.
Secondly: Has anyone considered drawing up a sort of prototype "Monster Manual" for these rules? The other weapons/equipment sheets are already well done, so it's just about the only thing missing still.
Your local sky-gazing earth pony.
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Kkat
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Re: Alternate Core Documents

Postby Kkat » Wed Aug 01, 2012 2:39 pm

After last night's live playtesting, rules for Invention have been added to the Gameplay section.

Also, I'm working on a monster-building system for GMs to craft monsters. Check out the "Monster Perks" section of the Perks Revisions document.

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Kkat
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Re: Alternate Core Documents

Postby Kkat » Thu Aug 02, 2012 8:42 pm

Today, we made another increase to the damage dealt by Offense spells. The increase in damage for basic spells is slight, but advanced and expert spells are nicely upgraded. A few other spells were tweaked to keep pace, particularly the damage for Grand Illusion and the critical success bonus of some Imbuing spells.

Also continuing to work on monster-building perks. Up to about 60. The monster-building perks also include Threat Traits which give a base HP level for threats. This can be used with non-monster opponents as well. For example, your basic raiders are probably only green-level threats. (Yellow for tougher raider ponies.)

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Mathwyn
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Re: Alternate Core Documents

Postby Mathwyn » Thu Aug 02, 2012 11:56 pm

I must say these rules are amazing!

I run a RL Fo:E group and we recently switched over to this system, and have been enjoying it thoroughly.

As a bit if feedback though, the slam/buck/charge rules may need a little revising, especially the bit about the distance you knock them back and the damage taken when hitting an object. One of my player's level one character would technically have done over 2000 damage with a sneak attack + charge + buck combo! (Knocked him over 40 feet, but he hit a wall about 15 away, at about 80 damage for the initial attack it, so about 24*80ish damage in total!) Our ideas were to limit distance knocked back to 2*STR, and maybe have the damage dealt be 1d10 per 3-5 feet they had left to travel when they hit an object.

That was our ideas anyway.

When I saw this system on EQD, I spent half the night reading it and immediately announced my intention to switch our game over to it!

Hope this was the right place to put this...


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