IC: Fallout Equestria or a pony dungeon delve


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I am just doing an interest check for this sort of game and maybe hammer out a few details. It'll be a little over a week before I can start.

I have two concepts, the first is Fallout Equestria as a party of Spec Ops from the MoA near the end of the great war.

The second concept is more in line with the show jn terms of tech level, but the party is a group of explorers trapped in an ancient underground complex filled with traps and deadly monsters, and long forgotten secrets.


Silver Games Ponyfinder, or something else?

Not too keen on FOE, to be honest. The dissonance between pony and Fallout is just a bit much, though the universe is well-written for the most part.


I'd be interested in the second option as well.
Just got the Silver Games Ponyfinder campaign setting, and I'd like to give it a shot!


Sounds intresting, but I'd also have to ask which system. Personally the second options sounds more interesting to me, that's mainly because I've already played several FoE campaigns though.


Gloom Candle wrote:

I'd be interested in the second option as well.

Just got the Silver Games Ponyfinder campaign setting, and I'd like to give it a shot!

How's it read? I've got a bit of cash to spare, and I'm seriously considering it.


It's pretty decent! The deities' Domains are a bit messed up, and more could have been done to flesh out the setting and ages, but it provides a good framework and narrative - in my opinion.

As for whether to buy or not... that is up to you and your budget. D20pfsrd provides some of the base Ponyfinder rules if you are at all hesitant.


Well they have the race stuff at least. It looks decent though, and I liked the rules for finger and hand slots. I started thinking about a Unicorn Sorcerer before seeing all that though.

The second concept sounds cooler to me.


I don't really know anything about ponyfinder and I don't have any funds to purchase it.

There is a system for ponies (mainly made because the fallout equestria system kept failing in places, but handles normal ponies just fine) that is very like d20 except in four major ways, the dice used, 9 core stats (but no secondaries like bab or cmd though), it is skill based (so no classes, I'm always happy to see classes go the way of the dodo.), and hp becomes a fort save where failing gains injuries (the severity of which depends on the attack and your armor, but a severe enough injury kills you).

Oh, and magic of course, wouldn't be very pony like if you were limited to spellcasting slots, but similar to words of power, though I am considering just using spheres of power. What do you think?

Many secondary things are still similar or the same, and many feats or abilities from d20 can be used with minimal or no change.


I'd be interested in the second concept. Depending on the group leanings I'd either revive my earthbound gem pony paladin of Luminace (Shining Amethyst) or my Purrsian sorceress (Storm Glider). I'd really like to play Amethyst, though. Considering she's devoted to a goddess of knowledge, she even has a decent excuse for being with a group exploring ancient ruins.


TheAlicornSage wrote:

I don't really know anything about ponyfinder and I don't have any funds to purchase it.

There is a system for ponies (mainly made because the fallout equestria system kept failing in places, but handles normal ponies just fine) that is very like d20 except in four major ways, the dice used, 9 core stats (but no secondaries like bab or cmd though), it is skill based (so no classes, I'm always happy to see classes go the way of the dodo.), and hp becomes a fort save where failing gains injuries (the severity of which depends on the attack and your armor, but a severe enough injury kills you).

Oh, and magic of course, wouldn't be very pony like if you were limited to spellcasting slots, but similar to words of power, though I am considering just using spheres of power. What do you think?

Many secondary things are still similar or the same, and many feats or abilities from d20 can be used with minimal or no change.

As Gloom Candle mentions, the key details of Ponyfinder are available freely on the d20pfsrd site, and everything else is straight Pathfinder.

I am very leery about cramming another ruleset into my head, I'll admit. Part of Ponyfinder's appeal is how it slots into Pathfinder, which itself is an improved version of the 3.5 rules I was already familiar with.

Grand Lodge

People looking into Ponyfinder? Let me help!

http://www.drivethrurpg.com/browse.php?discount=93527c8b6c

Half off, 10 uses. Last time we did this, they went away fairly quickly. Other than that, I'm happy to answer any questions floating around about the system and/or world.


David Silver - Ponyfinder wrote:

People looking into Ponyfinder? Let me help!

http://www.drivethrurpg.com/browse.php?discount=93527c8b6c

Half off, 10 uses. Last time we did this, they went away fairly quickly. Other than that, I'm happy to answer any questions floating around about the system and/or world.

I wish you had popped up before I bought my copy earlier today from Paizo's store :p. I'll PM the questions, since they're not on topic for this thread.


I like a lot of the secondary things, and even some core things of d20, but there are also things I very much dislike, particularly classes, the misnamed vancian system, and hp.

One of my big reasons for running this game is to try out this system as it keeps a lot of the stuff I like from d20 while replacing the things I really don't.

If no one wants to try out this system, I might be convinced to run using ponyfinder with spheres of power for magic, or I might run a table of each if things work out just right after next week and I have enough player interest.


The system may be moot if there aren't enough warm bodies to play it, whatever it is :p. Only five nibbles so far and all that. Mind, that is a party right there.


I don't suppose you could send more info about the system you were talking about? I love looking at the mechanics. Anyways it sounds like you're going to be going with the second option since that's what everyone who popped up voted for, but if you end up wanting to run a FoE campaign in the future you should take a look at foerpg 1.23. Unlike the other foe systems I've seen it's not... Completely broken and full of glass cannons riding rockets.


David Silver - Ponyfinder wrote:

People looking into Ponyfinder? Let me help!

http://www.drivethrurpg.com/browse.php?discount=93527c8b6c

Half off, 10 uses. Last time we did this, they went away fairly quickly. Other than that, I'm happy to answer any questions floating around about the system and/or world.

Here's a couple of questions: when will you start putting hardcopy editions of Luminace's Guide on the market, and will it cover all of Everglow's pantheon, or 'just' the ponies' section? :)


Dotting casually in case one of my other planned games falls through.

Grand Lodge

Gloom Candle wrote:
David Silver - Ponyfinder wrote:

People looking into Ponyfinder? Let me help!

http://www.drivethrurpg.com/browse.php?discount=93527c8b6c

Half off, 10 uses. Last time we did this, they went away fairly quickly. Other than that, I'm happy to answer any questions floating around about the system and/or world.

Here's a couple of questions: when will you start putting hardcopy editions of Luminace's Guide on the market, and will it cover all of Everglow's pantheon, or 'just' the ponies' section? :)

The print versions are on DTRPG (soft and hard). I haven't shipped off a batch to Paizo for consignment yet.

It covers the pony gods, though it does have one or two 'surprises', and two races because we love you.


David Silver - Ponyfinder wrote:
Gloom Candle wrote:
David Silver - Ponyfinder wrote:

People looking into Ponyfinder? Let me help!

http://www.drivethrurpg.com/browse.php?discount=93527c8b6c

Half off, 10 uses. Last time we did this, they went away fairly quickly. Other than that, I'm happy to answer any questions floating around about the system and/or world.

Here's a couple of questions: when will you start putting hardcopy editions of Luminace's Guide on the market, and will it cover all of Everglow's pantheon, or 'just' the ponies' section? :)

The print versions are on DTRPG (soft and hard). I haven't shipped off a batch to Paizo for consignment yet.

It covers the pony gods, though it does have one or two 'surprises', and two races because we love you.

Well, I'll have to wait some longer, it seems. ^_^

I look forward to the surprises - will there ever be a book that covers the rest of the pantheon of Everglow?

Grand Lodge

In their own books, like the griffon book covers the griffon gods (and most of the feline selection really) and the steelheart book has a mechanical god.


I'll post the rules when able, for the moment, here is the blurb for the dungeon delve,

It was a wonderful day in Equestria. Everypony was preparing for the 80th anniversary of Equestria's founding as a huge celebration was planned for the coming Hearthswarming Eve. Until just after the Celestial Council lowered the sun and raised the moon, there came a massive flying ship traveling quickly across the Equestrian skies. Underneath it, things went missing. Plants, animals, ponies, if it was alive, it vanished. Then it came for you.

You wake up in a strange place, the sky overhead is dark, only three stars are visible, two one the horizon, and one very bright star directly above. The ground is rocky and bare save for strange hexagon patches, each of which has many of the same plant. There are thankfully, patches with apple trees and patches with oats, but there is something else here, a walled courtyard, out of which can be seen the tips of strange leaves.

Clover the Clever, head of the Celestial Council is here as well and is rallying everypony together. Scouts are being sent in all directions, animals rounded up, wood gathered for fires, but what catches your attention, Clover calls for volunteers to investigate the walled courtyard. Will you brave it's dark walls and strange plants?


An intriguing open. If you decide to run with the Ponyfinder material in conjunction with Pathfinder, I'm definitely in. I think pegasus swashbuckler (inspired blade, possibly) or unicorn paladin is my pony of choice for this.


If nothing else changes from pony/pathfinder, at the very least magic would need to change. Pathfinder magic is just not even remotely close to what I have in mind. I.E. spells like comprehend languages and create food have to go, effects need to be decoupled from duration and area, earth ponies are limited to a range of touch, pegasi always count themselves as the origin of a spell, unicorns have versatility and range but not raw power, basic magic can be cast endlessly while major magic requires recovery time though less than a day), etc.

I'll be looking at words of power and spheres of power to see how well they can be bent to what I need.


Oooh, Words of Power! Fun. ^_^


My other game fell through, so I'd definitely like to get in on this if possible. I'm thinking a big, tough Earth pony with a "friend to all animals" bent. I'll get a hold of the rules sometime tomorrow.


Now that I actually have the rules... Would playing an Antean be out of the question? I was thinking of making an Antean Druid named Gentle Giant.


I'd wait until there are some finalized spell rules available before getting your heart set on a caster. What the GM is proposing sounds pretty far off the beaten path.


Honestly, the class is the most adjustable part. I just want Clifford the big red a big friendly pony


Honestly changing magic is just the minimum for me to consider running an otherwise d20 game. There are other things I'd really like to change if I can manage it. Kinda why I just wanted to use Equestrian Expanses.

Things like getting rid of hp, advancing without becoming so powerful as to laugh at how weak Celestia is, separating item wealth from stats, among other things.

Can't do it all trying to play d20, but I do hope to get a few changes in there, such as swapping out hp for a fort save with wound conditions, and making ac not dependent on items (after all bab isn't item dependent), etc.

In any case, in a few days I'll present the minimum changes I'll use to actually run the game via d20, but I'll also present some change packages that I want to use but for which player input will be accepted.

In any case, if anyone is interested in trying the Equestrian Expanses rules (I know some have asked about it already), I'd like that as well, as I'll run a second table just so I can actually play it and see it in action.


TheAlicornSage wrote:
...Things like getting rid of hp, advancing without becoming so powerful as to laugh at how weak Celestia is, separating item wealth from stats...

1) Not seeing the problem with HP, to be honest. Yes, it doesn't seem very realistic as far as tracking injuries goes, but there does come a point when realism needs to make room for being usable and speeding game play. If I spend more time trying to figure out how hurt my character is after getting hit than I do dishing out some hurt in response, there's something deeply flawed about the system in use. Just my opinion.

2) Celestia is a full deity, and "Celestia" is merely her avatar in the mortal plane, something her little ponies can interact with and not have their limited mortal forms blown to dust by unfiltered divine presence. She can step up or step down the power of the avatar as needed, but it takes a bit of time, and if she's caught by surprise, she may come off as weaker than one might expect?

3) Automatic Bonus Progression?

4) There at quite a few elements of AC that aren't dependent on items; natural armor, dodge, size, Dexterity modifier. But if I'm wearing some manufactured equipmemt, it should have an effect. Unless you want to use one the various "armor provides DR" systems?


1) The issue I have is the ever growing super high numbers, the predictability of it, but mostly the issues of it doing absolutely nothing until unconsciousness and never having issues such as broken bones, getting blind in one eye because it was ripped out, or other things that can actually have lasting (if not permanent) effects on a character.

It isn't so much about realism, but about my distaste for something that basically has no effect other than plot armor. Nothing interesting ever comes from losing hp, characters are never hurt nor suffer anything beyond passing out before they die.

Not that every strike needs to have some debilitating effect, not even most strikes.

Further, fort save type health also reduces the predictability of it allowing more ways for there to be something epic, such as a very lucky kobald that somehow survives when any other would have died 3 times over.

2) Celestia as a full deity I'm guessing is the ponyfinder not-equestria setting. I actually have my own setting in which alicprns are closer to the show, in that they are superior to normal ponies, but not deities. In fact, the adventure everyone will go on is the origin story of how ponies got to my setting and what happened after their arrival.

3) Seems overly complicated and more expansive than I was envisioning.

4) Wearing armor should have an effect, but so should being better at fighting have an effect on avoiding being hit. Armor though is more about surviving hits rather than avoiding them. Of course that ties into the health system not just ac, so those kinda need to be considered together.

Grand Lodge

Have you looked at Unchained?


TheAlicornSage wrote:

1) The issue I have is the ever growing super high numbers, the predictability of it, but mostly the issues of it doing absolutely nothing until unconsciousness and never having issues such as broken bones, getting blind in one eye because it was ripped out, or other things that can actually have lasting (if not permanent) effects on a character.

It isn't so much about realism, but about my distaste for something that basically has no effect other than plot armor. Nothing interesting ever comes from losing hp, characters are never hurt nor suffer anything beyond passing out before they die.

Not that every strike needs to have some debilitating effect, not even most strikes.

Further, fort save type health also reduces the predictability of it allowing more ways for there to be something epic, such as a very lucky kobald that somehow survives when any other would have died 3 times over.

2) Celestia as a full deity I'm guessing is the ponyfinder not-equestria setting. I actually have my own setting in which alicprns are closer to the show, in that they are superior to normal ponies, but not deities. In fact, the adventure everyone will go on is the origin story of how ponies got to my setting and what happened after their arrival.

3) Seems overly complicated and more expansive than I was envisioning.

4) Wearing armor should have an effect, but so should being better at fighting have an effect on avoiding being hit. Armor though is more about surviving hits rather than avoiding them. Of course that ties into the health system not just ac, so those kinda need to be considered together.

2) Nope, just my own suggestion. Ponyfinder doesn't use any MLP-specific material for legal reasons, and all that. Didn't realize you had your own alicorns waiting to be used.


David Silver - Ponyfinder wrote:
Have you looked at Unchained?

Only bits and pieces so far. Honestly I've been looking for solutions to the core things I dislike about d20 while retaining the objective number scale and applicability to realism contained in d20.

What I have seen of Unchained seems to be balance stuff or options. Options come after mechanics, and balance is a non-issue for my preferred playstyle.


Sam C. wrote:


2) Nope, just my own suggestion. Ponyfinder doesn't use any MLP-specific material for legal reasons, and all that. Didn't realize you had your own alicorns waiting to be used.

Actually in my own setting, the ponies actually came from the world of the show, though not by choice.


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Dotting for interest the second option looks good but a FO pony game would be unique too.

would probably make a Unicorn Paladin who is a healer.


Going to be lots of paladins running about at this rate, lol.


Might play a phoenix wolf now that I'm looking at the races in detail. Though Clockwork look cool too.


Azten wrote:
Might play a phoenix wolf now that I'm looking at the races in detail. Though Clockwork look cool too.

Careful with your race choices, TheAlicornSage hasn't actually approved of the Ponyfinder book as a source yet, and even it is accepted, I'm pretty sure it'll be limited to providing stats for the three pony tribes. Maybe zebras, griffons, and gem ponies (the latter standing in for Crystal ponies). It's why I haven't gotten a jump on statting anything up for my submission. Well, that and I'm waiting on the full set of variant rules the campaign will be using.


So, any news on this? Still interested :).


Yep. I will be posting tonight and probably over the weekend. Typing on a phone is slow.

The pace of posting will stay slow for awhile though as the new guy didn't stick around so I'll continue 70+ hour weeks until we get a replacement.

Next weekend I'll be really slow. Might answer questions but nothing in depth, as I'm going to commencement and my aunt will be taking us around as a treat.

Now if only a degree equaled a pay raise.


Well the big thing I'm curious about is, are the Ponyfinder books a go for making characters? For a game that doesn't use the Equestrian Expanses system you mentioned, that is.


All I can find for free are the races on d20pfsrd.
With the exception of clockwork and chaos hunter, those seem acceptable, though I will be modifying fingerless and how each race interacts with magic.

And of course, magic will radically change.

Other changes I will propose should be equal to all classes, but I'm not perfect, and I'm not a minmaxer type either so I might miss something on that front.

I will say however, that due to my style, balance issues are much lessened and need not be worried about in general.


Hmmm, I'll have to wait for the magic stuff then before really digging in, and the actual campaign-specific character creation rules you decide on, but I can at least get started on a preliminary build for my unicorn paladin then, plotting feat choices and the like. Thinking of a multi-weapon attacker build, using the Strong Jaw feat to swing a greatsword, while the two horn feats that let me wield weapons will be used with either a ranged weapon, or a second weapon and a shield. Add Multi-Weapon Fighting to cap things off, and he'll be a dangerous little pony :). Maybe add the feats that let me use the horn for gore attacks, along with Improved Natural Attack.


Optional rule module A,
Health and Armor

Attacks are all against touch AC, and BAB adds to touch AC (BAB can now be called BCB or base combat bonus). Armor check penalty applies to touch AC, but no Max Dex.

When flatfooted (I use my own rules for this which basically amounts to whenever a character is surprised by the attack but still perceive it. Those who don't have a chance to perceive it before it actually makes contact are attacked like moving objects. Rarely will this second option ever come into play.), roll reflex save instead of ac. Any bonuses to ff ac apply to this reflex save instead.

If an attack hits, damage is rolled normally.

The damage is the DC the soak roll is rolled against. The soak roll is a fort save (and thus benefits from bonuses to fort saves) plus dr or resistances, minus wound points.

If the soak roll succeeds, a wound point is gained per 10 damage dealt minimum 1 (just truncate the ones place, so 28 damage becomes 2 wound points).

If the soak roll fails, then twice as many wound points are gained and an injury is rolled. The injury has a severity and location. Each damage type has a penetration value that increases the injury severity, and armor bonuses (and similar such as nat armor) reduce severity. Initial severity before being modified by damage type or armor like bonuses/penalties is 6. For attacks that deal two damage types, use the better of the two.

Penetration values for damage types,
Bludgeoning 4 (increase weapon damage by one step)
Slashing 2 (crippled limbs are severed)
Piercing 6 (reduce weapon damage by one step)
Acid/Alkali 1
Shock 6
Cold 2
Fire 2
Sonic/Concussion variable (apply range penalties with range increments of 5' to the penetration value. Initial value based on effect intensity)


Optional rules module B
Bell curve rolls

Instead of rolling 1d20 plus mods, roll 3d6 plus mods.

Basically use these rules,
http://www.d20srd.org/srd/variant/adventuring/bellCurveRolls.htm

Optional rules module C
Variable Modifiers

Basically modifiers are additional dice rather than set values.

http://www.d20srd.org/srd/variant/adventuring/variableModifiers.htm


Part of the point in armor check penalties applying to ac is to make it a choice between being harder to hit and being harder to hurt.

Shield bonuses apply to ac (since they are about preventing a strike from hitting, basically parrying or blocking).

Same goes with damage and penetration, making it a choice between chance of injury vs severity of injury.

I also added a couple bits to make type actually matter a bit more, so to encourage a 'right tool for the job' and avoid having it boil down to nothing more than dpr.


Optional rules module D
Tumbling and aoos
Obviously tumbling uses acrobatics in pf.
This is from the Alexandrian.

TUMBLING MOVE: By making a Tumble check (DC 15) you gain a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. You can move up to half your speed without penalty. You can move at your speed by accepting a -10 penalty to this check and you can run by accepting a -20 penalty to this check.

TUMBLE PAST: You can attempt to tumble through an opponent's space as part of normal movement. Because you are entering an opponent's space, this provokes an attack of opportunity from the opponent. You must make a Tumble check (DC 25). If the attack of opportunity is successful or the Tumble check fails, you move back 5 feet in the direction you came, ending your movement there. Otherwise, you move through the opponent's space and can continue your move normally.

AVOID ATTACK OF OPPORTUNITY: When you are hit as a result of an attack of opportunity you provoked, you may use an attack of opportunity or swift action to attempt a Tumble check to negate the hit. The hit is negated if your Tumble check result is greater than the opponent's attack roll. (Essentially, the Tumble check becomes your Armor Class if it is higher than your regular AC.)


Optional Rule module E

Each character has a luck score. Rolling a critical success (even on checks that don't benefit from crits) improves the luck score by 1.

A character can attempt to bend the rules or try something they normally couldn't do or hope to succeed at by spending luck to make a luck roll. A luck roll is 2d12. If the roll is equal to or less than 6 plus the number of luck you are spending, the attempt succeeds (though perhaps not as envisioned by the player).

A character with a cutie mark or glyph that can use their talent to make the attempt add 2 to the success threshold of the luck check.

Luck score is otherwise treated as any other ability score and has a modifer. This modifier applies to any ability that involves luck or rerolls as well as the new recovery skill described below.

The recovery skill is all about escaping the consequences of failure. You triggered a trap and got hit with a poison dart. A successful recovery roll means you got the dart out and sucked most the poison out weakening the effect. No items can improve this skill. This skill is keyed to the luck stat.


Optional Rule A appears to add an unnecessary level of complexity to defense. While that doesn't matter quite so much in PbP, where players have more time to deal with numbers without holding up everyone else, it's still notable. Further, this opens up yet further complexity by having to account for the effects of armor materials and type versus a given type of damage. Metal armors would be more vulnerable to shock damage, leather or hide less so. Chainmail works better against bludgeoning or slashing, but doesn't handle piercing damage very well.

Further, the first part of the rule offers a pretty stiff penalty to a character who somehow gains proficiency in heavier armors, but doesn't have a full BAB to boost the touch AC. It effectively renders their acquired proficiency worthless.

Optional Rules B and C don't seem too outrageous.

Optional Rule D offers an interesting addition to characters that like to maneuver.

Optional Rule E also seems interesting, though I'm a bit leery of adding another skill to gobble up my precious ranks. Never have enough ranks for all the skills I'd like...

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