Seems like a good place to put this, take a look at my Fallo

Post » Thu May 03, 2012 8:02 pm

Combat Rules: http://falloutpenandpaper.wikia.com/wiki/Combat
Crafting List: http://falloutpenandpaper.wikia.com/wiki/Crafting
Goodsprings Tutorial Town: http://falloutpenandpaper.wikia.com/wiki/Goodsprings

I used the vault to help me with the rules, and I don't really care if the article is almost word from word, with a few variations. As long as I can get my point across, I'm pleased. The Crafting List and Goodsprings aren't down. Additionally, this campaign does not fit into the Fallout continuity. There was no Vault Dweller and all the settlements exist simultaneously, as well as out of order. Goodsprings replaces Shady Sands since Shady Sands went on to become NCR and I really liked the atmosphere and missions of Goodsprings from New Vegas. I will probably add some custom towns that take place in Chicago.
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Camden Unglesbee
 
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Post » Fri May 04, 2012 8:18 am

.357 Magnum Revolver
Skill Requirement: Light Weapons 5
Attribute Requirement: Strength 6
Attack: d20 + ((Skill Requirement - Corresponding Skill) * -0.5) - Range Modifier
Damage: d10 + ((Skill Requirement - Corresponding Skill) * -0.5) + Condition Modifier
Crit. Bonus: +2d10
Modes: Single (5 Action Points / -1 Ammo)
Aimed (6 Action Points / -1 Ammo)
Reload (1 Action Point / +1 Ammo)
Range Modifier: Square Difference * 0.5
Condition Modifier: Damage Roll * Condition
Ammo Type: .357
Ammo Capacity: 6
Weight: 3 lbs.
Value: 100
Attributes: Concealment 50

9mm SMG
Skill Requirement: Light Weapons 25
Attribute Requirement: Strength 6
Attack: d20 + ((Skill Requirement - Corresponding Skill) * -0.5) - Range Modifier
Damage: 4d4 + ((Skill Requirement - Corresponding Skill) * -0.5) + Condition Modifier
Crit. Bonus: +4d4
Modes: Single (5 Action Points / -1 Ammo)
Aimed (6 Action Points / -1 Ammo)
Burst (6 Action Points / -10 Ammo)
Reload (2 Action Points / +30 Ammo)
Range Modifier: Square Difference * 1.5
Condition Modifier: Damage Roll * Condition
Ammo Type: 9mm
Weight: 6 lbs.
Value: 800

Dynamite
Skill Requirement: Explosives 10
Attack: d20 + ((Skill Requirement - Corresponding Skill) * -0.5) - Range Modifier
Damage: (Explosives / 20) * 2d20
Radius: 2
Modes: Throw (4 Action Points)
Range Modifier: Square Difference * Throwing Modifier
Value: 25

H&K 10mm SMG
Skill Requirement: Light Weapons 50
Attribute Requirement: Strength 10
Attack: d20 + ((Skill Requirement - Corresponding Skill) * -0.5) - Range Modifier
Damage: 4d6 + ((Skill Requirement - Corresponding Skill) * -0.5) - Condition Modifier
Crit. Bonus: +4d6
Modes: Single (5 Action Points / -1 Ammo)
Aimed (6 Action Points / -1 Ammo)
Burst (6 Action Points / -10 Ammo)
Reload (2 Action Points / +30 Ammo)
Range Modifier: Square Difference * 2.2
Condition Modifier: Damage Roll * Condition
Ammo Type: 8 lbs.
Value: 1000

M&A 9mm Pistol
Skill Requirement: Light Weapons 5
Attribute Requirement: Strength 4
Attack: d20 + ((Skill Requirement - Corresponding Skill) * -0.5) - Range Modifier
Damage: 2d4 + ((Skill Requirement - Corresponding Skill) * -0.5) + Condition Modifier
Crit. Bonus: +2d4
Modes: Single (5 Action Points / -1 Ammo)
Aimed (6 Action Points / -1 Ammo)
Reload (2 Action Points / +12 Ammo)
Range Modifier: Square Difference * 0.7
Condition Modifier: Damage Roll * Condition
Ammo Type: 9mm
Ammo Capacity: 12
Weight: 3 lbs.
Value: 50

N99 10mm Pistol
Skill Requirement: Light Weapons 10
Attribute Requirement: Strength 6
Attack: d20 + ((Skill Requirement - Corresponding Skill) * -0.5) - Range Modifier
Damage: 2d6 + ((Skill Requirement - Corresponding Skill) * -0.5) + Condition Modifier
Crit. Bonus: +1d10
Modes: Single (5 Action Points / -1 Ammo)
Aimed (6 Action Points / -1 Ammo)
Reload (2 Action Points / +12 Ammo)
Range Modifier: Square Difference * 0.8
Condition Modifier: Damage Roll * Condition
Ammo Type: 10mm
Ammo Capacity: 12
Weight: 5 lbs.
Value: 200

Plastic Explosives
Skill Requirement: Explosives 15
Attack: d20 + ((Skill Requirement - Corresponding Skill) * -0.5) - (Square Difference * 0.5)
Damage: (Explosives * .2) * 2d20 - (Square Difference * 0.5)
Radius: 3
Modes: Throw (4 Action Points)
Value: 100
Attributes: Timed Explosive

Single Shotgun
Skill Requirement: Light Weapons 10
Attribute Requirement: Strength 10
Attack: d20 + ((Skill Requirement - Corresponding Skill) * -0.5) - Range Modifier
Damage: 2d8 + ((Skill Requirement - Corresponding Skill) * -0.5) + Condition Modifier
Crit. Bonus: +8
Modes: Blast (5 Action Points / -1 Ammo)
Aimed (6 Action Points / -1 Ammo)
Reload (2 Action Point / +1 Ammo)
Range Modifier: Square Difference * 1.5
Condition Modifier: Damage Roll * Condition
Ammo Type: Shotgun Shell
Ammo Capacity: 1
Weight: 8 lbs
Value: 175

Varmint Rifle
Skill Requirement: Light Weapons 10
Attribute Requirement: Strength 8
Attack: d20 + ((Skill Requirement - Corresponding Skill) * -0.5) - Range Modifier
Damage: d8 + ((Skill Requirement - Corresponding Skill) * -0.5) + Condition Modifier
Crit. Bonus: +8
Modes: Single (5 Action Points / -1 Ammo)
Aimed (5 Action Points / -1 Ammo)
Reload (2 Action Points / +5 Ammo)
Range Modifier: Square Difference * 0.2
Condition Modifier: Damage Roll * Condition
Ammo Type: 5.56mm
Ammo Capacity: 5
Weight: 8 lbs.
Value: 75
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Richard Dixon
 
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Post » Thu May 03, 2012 6:05 pm

Made a wiki for the game.
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Nice one
 
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Post » Thu May 03, 2012 6:48 pm

So hmmm. I don't get combat.

When Jerry the Punk attacks the Boatfly, your description says he misses when his attack turns into a 10.

But, you are initially rolling a d20 and computing it into this formula.

Soo..is it impossible for Jerry the Punk to hit? A 16 on d20 is pretty high roll. 17,18,19 and then the crit 20.

I'm just confused, because I don't see where the actual to hit number needed is, and why the final number of 10 is a miss instead of a hit.
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asako
 
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Post » Thu May 03, 2012 10:42 pm

So hmmm. I don't get combat.

When Jerry the Punk attacks the Boatfly, your description says he misses when his attack turns into a 10.

But, you are initially rolling a d20 and computing it into this formula.

Soo..is it impossible for Jerry the Punk to hit? A 16 on d20 is pretty high roll. 17,18,19 and then the crit 20.

I'm just confused, because I don't see where the actual to hit number needed is, and why the final number of 10 is a miss instead of a hit.

Takes for responding. It's because the range modifier and skill modifier changes the outcome. Sure, you can be right next to someone with a shotgun (and while its unlikely to miss), you still need to have the right skills to actually use it properly. The Bloatfly had a higher Armor Class than 10, so Jerry missed.
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carla
 
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