Hidden 7 yrs ago 7 yrs ago Post by JesseJ
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JesseJ Ace of Blades

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G'day all, I have a rocknroll idea for a rules light fallout rpg. I will be the overseer (GM). I'm a 30yo Aussie and have been rp'ing for give or take 15 years. I've had an interest in all the fallout games for about the same length of time, though I haven't played 4, at all, yet, my pc just isn't up to it :-(

Looking for 2-3 players with proven consistency on the forum, ie can post daily, most days (we all need a day off here n there aye), and occasionally we may find time to post several times in a day (but not essential, would be cool to smash out a big fight or side quest over a weekend or something).

Now if I get 5 quality players, I'd probably make 2 groups, rather than a big unwieldy mob.

Though I'm a fallout fan, I don't know it all, and I may be canonically flexible. Do expect Americana, 'Science', erotic innuendo (essential), bizarre encounters, and a lethal wasteland. Don't expect seriousness or an easy ride. The lore will be based on the original fallout and to a lesser extent fallout 3&NV, locations may be based on fallout tactics, and time will probably be a bit later.

The rules:
Still being finalised, watch this space. However to sum it up, it will be primarily inspired by the original fallout, a true RPG, except lightened significantly, no really, like a Brahmin goes into deathclaw cave, what gets thrown out is our rules, that light.

Characters will have the base stats SPECIAL and possibly 1 may be more trait (can be a perk or made up, subject to approval- pm me). Challenges are based on the relevant special stat.

Role play will be mostly freeform, the rules come into play when fighting or doing something challenging, and looting/crafting. For example, you want to hack the very easy terminal, that will require rolling under your I x 2 on a d20. You want to push that big stone, that will require rolling under your S x 2 on a d20. Marksmanship is P + A, unarmed is S + A, medicine is P + I etc etc.

Now, it's not that I don't trust y'all, but as the overseer, I'll be managing the rolls. So I'm happy for people to pm me and say I want to do these things, then I'll roll and reply then you post. Alternatively, I'm happy for open ended posts to be written, then I'll pm results for follow up posts.

Note that as this game will be starting in a vault, characters will be largely inexperienced vault dwellers. We will have experience and it will be rewarded for all things even good writing, however instead of skill points, levels will unlock perks and abilities, like the ability to use more sophisticated equipment or craft better stuff from less raw material and so on.

If you've read this far, well done. I hope this all makes sense so far, it's getting late now so stay tuned, I'll add to this in the coming days. Feel free to message me ideas/characters or post thoughts etc here.
Hidden 7 yrs ago Post by rocketrobie2
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Hey, I'm pretty interested in this but my make it or break it point is post length. I think I'd be up for this at almost any length but my post consistency kinda depends on how much I need to write.
Hidden 7 yrs ago Post by Todd Howard
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I'm down; I'm around most days, though I do work and have family to care for, so I'm not the speediest around. Daily posts can be done, however, so no need to worry about me going inactive for days unless I notify you ahead of time.
Hidden 7 yrs ago Post by JesseJ
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@rocketrobie2 I'm thinking 1-2 paragraphs, casual standards, 3+ if you really have something to say but that's upto you. As long as it makes sense and isn't one liners.

@Raddum thanks for your interest :-)
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@JesseJ I think I can pull that off. I'm in!
Hidden 7 yrs ago Post by Todd Howard
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@JesseJ

Question;

For stats, are we doing rolls, or a point allocation/buying system? I prefer the former, just due to the randomness challenging me to make a character on the spot for that specific set of stats, but I'm alright with just about anything.
Hidden 7 yrs ago Post by JesseJ
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All fallout games use a base stat of 5 on each SPECIAL, and 5 extra to distribute, you may lower the base stat to increase another, minimum 1 maximum 10. Typically you would weaken yourself in one area to strengthen one or two main areas.

If you are uninspired and want to randomise it, you could use say a d10 and do that, as long as the end result is obtainable by the above method. I would chance a guess that such a character would be odd.

Better to stick with proven concepts, ie a brawler (melee focused tough guy) would have higher strength and endurance, and might drop down intelligence or charisma. If you have a character idea in mind, message me and I could give you further guidance on appropriate stats.
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@JesseJ

Ah, yeah. I'm reading over the good ol' J.E Sawyer PnP wiki, and point allocation is how it usually functions. Haven't messed with it in forever, apologies for the stupid question lol. Just used to rolling my stats in Dungeons and Dragons. (Nothing better than the adventurer with all sixes and eights, amirite?)

I'll figure something out; It's not that I'm uninspired, really, I just like the added challenge to my writing and general roleplaying; It's often how I do most of my characters in Dungeons and Dragons campaigns. I might go ahead and roll it, might not, depends on my ideas when we get to the point of character creation.

I don't really need help with stats, but thanks for the offer.
Hidden 7 yrs ago 7 yrs ago Post by JesseJ
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very much a WIP, you lucky guys will be playing a beta run :-)

OBJECTIVE: to develop a simple rule set to roleplay in the fallout wasteland, without excess percentages and formulas to complicate the experience. Equipment will be pre-configured however there will be room for The Overseer (TO) and Player Characters (PCs) to craft all manner of things.

SUMMARY:
Every challenge action is a roll against a combination of the two relevant SPECIAL stats, or the single stat x 2.
SPECIAL and Skills have an effect on relevant stat rolls and what equipment the PC can use or craft.
SPECIAL dictates what Skills can be learned by a PC.
If a hit is scored TO will determine damage based on the weapons damage rating.
Armour absorbs a certain amount of damage dealt to the individual wearing it and some types may protect against crippling of extremities (may revise this line).

CHALLENGE ROLLS:
If a challenging action is attempted, the TO on behalf of the PC, will roll a D20, a successful roll is equal or under the value on the following table:

Shoot Small guns A + P
Shoot Energy weapons A + P
Shoot Big Guns S + P
Hit Melee S + A
Hit Unarmed S + A
Throwing S + P

Apply First Aid I + P
Doctor I + P
Lockpick P + A
Repair I + P
Apply Science I + P
Sneak P + A
Steal A + L
Arm/Disarm Traps P + A
Speech / Barter C x 2
Gambling L x 2
Outdoors / Survival E + I
Prospect P + L


SKILLS: (WIP, here for example)

Small guns: Dictates the ability to use small guns: (Minimum intelligence 3)
L1: .32 pistol, 10mm pistol.
L2: 10mm SMG, Hunting Rifle
L3: Sniper Rifle, Assault Rifle

Science: Dictates the ability to hack terminals, use laboratories etc
L1: Easy terminals, Basic laboratory crafting
L2: Normal terminals, Intermediate laboratory crafting
L2: Hard terminals, Complex laboratory crafting

to be continued
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Hidden 7 yrs ago Post by Todd Howard
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@rocketrobie2

So what kind of character are you considering? I don't have anything specific down yet, and knowing what you're using would cut down my options a bit. :p
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@Raddum

I hadn't actually put a whole lot of thought into it just yet. Right now, off the top of my head, I've got three ideas: 1)A charmer type guy with high charisma and luck but low strength and agility. 2)a brute type dude who's more brawn than brain with high strength and endurance but low intelligence and perception. 3)Maybe a tunnel-snake type guy (not an actual tunnel-snake but a vault gang member) with high luck and strength but low endurance and intelligence

Also, quick question, is it ever explained in Fallout 3 where the tunnel snakes jackets come from? I mean their machines were built to make vault suits, not leather jackets.
Hidden 7 yrs ago Post by Todd Howard
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@rocketrobie2

Well, when you figure out what you want to do, let me know. :P

The logos are homemade (According to the Fallout 3 artbook anyways) and the leather jackets were just leftovers from past vault residents who first entered the vault that Butch and his gang picked up to add a 'cool and intimidating' factor to them. Well, that second part might not be true. It's also highly possible the jackets came from Megaton considering the Overseer's sanctioned trips from the vault.

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Hidden 7 yrs ago Post by JesseJ
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i recommend you play the character you want to play, as you would in freeform, because there are no 'ultimate character builds' in this, as it's moderated by the overseer. Not suggesting that's what either of you want to do here. Really this game could be a playground for builds that typically don't do so well in the games, particularly the later fps dominant games.

hopefully this arvo i'll get the skills section done and we'll be almost ready to beta test this system.
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@JesseJ Sweet! looking forward to it!
Hidden 7 yrs ago Post by Todd Howard
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i recommend you play the character you want to play, as you would in freeform, because there are no 'ultimate character builds' in this, as it's moderated by the overseer. Not suggesting that's what either of you want to do here.


I have full intention of playing this character from a story standpoint rather than a bulldozing gameplay one. So no worries about that. Diverse characters are what's important to me, which is mainly why I wanted to know what else would be going on character-wise. (Balancing out the group of dwellers is never a bad idea, either, looking at it from a gameplay perspective.)

Looking forward to getting started on this test run.
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Absolutely agree with your thoughts, it definitely pays to have a broad range of abilities within a party, more fun that way too, like a little A-team, everyone has their niche.
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Hidden 7 yrs ago Post by JesseJ
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Keep in mind npc may become available to fulfil certain niches, but don't count on it...
Hidden 7 yrs ago Post by Todd Howard
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Eh. One of the best things about Fallout is the fact you almost never are put in a situation you can't get out of with your set of skills; There's usually a solution that just about anyone could approach, though some are simpler, and perhaps more profitable than others. You could convince someone to look the other way as you go into somewhere restricted, or you could bribe them using either money or something else they'd want. Could be as simple as swiping his key, and then slipping inside during an opening in the guard's shifts to do as you please. This one would require carefully sneaking out, and not alerting anyone while you were inside, though.

There's other options that could be made open, too. Using a distraction and knocking out the guard to get the key instead, or if your character is ballsy enough, just kill him! But make it quiet, or a scene will break out. Then you'd be screwed, probably, lol.

Hidden 7 yrs ago Post by Todd Howard
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Really this game could be a playground for builds that typically don't do so well in the games, particularly the later fps dominant games.


Wanted to just comment on this, because why not; as a long-term Fallout fan since the first game; I've never found many builds to be bad in almost any of the games in the series: Some are more difficult, but most methods of playing the game are manageable without a lot of frustration. (Fallout 1 & 2 are a bit more guilty of making things difficult because of a lovely thing known as random fucking crits, but aside from those, the game is pretty fair as long as you aren't dumb)

Fallout 3 I can understand how some builds clearly don't live up to the first two games; Melee is a good example. Melee in Fallout 3, as well as Unarmed, are down right awful. Between slow swing speeds, and most melee/unarmed weapons being generally bad even above 50% condition, it can make the game pretty difficult because there aren't many melee-benefit perks that are actually helpful. But with decent armor most enemies are still able to be managed, even in groups; The early game is the painful part, but sooner or later, you'll get to a point where you'll be using corners to your advantage and sneak crits to get a headstart on bashing that super mutant's head in; Making life much more simple.

Otherwise in Fallout 3, a majority of builds still work: Speech and unlocking skills can get you through the majority of the game if you choose to not fight, explosives are fairly effective in the game as well. And of course, there's good ol' guns and energy weapons. Guns are great. Energy weapons are great. End of that story.

The only issue for speech characters is that everything is based on a percentage and therefor makes it difficult to actually pass speech checks without being lucky with the randomness. This also means any character can potentially pass any speech check, however; Making words a very viable option all throughout the game.

Fallout New Vegas has all the good things about 3 and makes everything else work better, as well; With stat checks being reintroduced, speech is actually a great full-investment, and melee is one of the best ways of playing New Vegas on the hardest difficulties because it has so much perk support. (Slayer is a devastating perk, and when it's put together with other melee perks, can make you just short of unstoppable). Explosives also got buffed, and plenty of good perks as well; And there's even more pacifist ways to solve quests in New Vegas, making it the best of the first-person Fallout's as it gives you just about as much freedom and adapts to your character just as good as Fallout 2 did. And that's probably because it was made by a majority of the same people who made the originals!

Fallout 4 is kind of a mess. You said above you hadn't got to play it; And while I admit my playthrough was enjoyable, I have to say it's my least favorite fallout game of all because it truly doesn't give you many options for how quests can go down. The game is very focused on killing, and that's something I dislike as a high-karma character. Even the main quest is riddled with it; Even in places where it could have had options. Also Karma doesn't exist in the game anyways, so most of your choices don't have any effect on your character. No faction assassins coming after you, or lawmen chasing you down. Just... More fodder with nothing behind it. It's the most fitting to what you said above; About builds that don't really work. It relies heavily on combat, to the point investment is necessary unless you want to sink dozens of rounds into sponges called 'enemies'.

Annnyways, I dunno. Just felt like chatting about Fallout a little; Don't know many fans of the series.
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