A community effort

Discussion in 'Fallout PnP (Pen and Paper)' started by Hassknecht, May 2, 2016.

NMA - A post-apocalyptic roleplaying game?

  1. Interested in playing and helping

    46 vote(s)
    59.7%
  2. Interested in playing

    35 vote(s)
    45.5%
  3. Not interested

    6 vote(s)
    7.8%
Multiple votes are allowed.
  1. Arnust

    Arnust Maybe you've seen it, maybe, in a dream...

    Feb 2, 2016
    Both, really. Haven't seen much buzz around the project there ither.
     
  2. IckyDisease

    IckyDisease First time out of the vault

    Feb 28, 2018
    Ok thanks.
     
  3. Agnus_Dei

    Agnus_Dei First time out of the vault

    Jun 30, 2017
    Project got moved to discord, but it was like carrying a dying man to the hospital. It expired, or maybe in coma.
     
  4. IckyDisease

    IckyDisease First time out of the vault

    Feb 28, 2018
    Was any progress made on discord before it died?
     
  5. Agnus_Dei

    Agnus_Dei First time out of the vault

    Jun 30, 2017
    No planned deed was accomplished. There is really neither a gatherer and task giver person, nor a crew or a group of people who might be willing to take on a task. Nobody, as far as i know, cares about this project at the moment.
     
  6. IckyDisease

    IckyDisease First time out of the vault

    Feb 28, 2018
    Ok thanks again.
     
  7. Millim

    Millim What the fuck is this for a shit?!

    Oct 13, 2010
    Hmmm, I gonna try and make my own PnP fallout and post it here in case anyone wants to add to it
     
    • [Like] [Like] x 1
  8. ICEFANG13

    ICEFANG13 First time out of the vault

    Aug 12, 2016
    I've quoted my previous post to make it so it doesn't have to be looked for.

    Hello, I see this thread is a bit hit and miss. I've completed the core rule book, it has new perks, new POWs (30 total spells if desired), weapon modifying and crafting. The races are humans, ghouls, super mutants, deathclaws, cyber-dogs, and the C-27 humanoid robot. Combat is too complicated to function without assistance so I've written around 6000 lines of code to handle combat, skill checks, damage, reloading, weapon swapping, SPECIAL checks (and SPECIAL checks between characters) that automatically will draw from character sheets in excel. That part is around half way done I think, but the core is there (I'd like to add in POWs, loot randomizer, and a character creating sheet, like how fallout 1 did it 'automatically' instead of calculating it manually). I'm currently working on my campaign that has 5 players in it and I've been considering streaming it in some way, even though I don't have the tools required to stream it well (a good mic and camera). Would there be any interest in this? Any suggestions?

    As for true pen and paper, I think it's just impossible to do it and be even close to the original without a computer to help. DR and range would have to be basically scrapped at best, and luck wouldn't function well with a d20.

    I'll try to watch responses, I am a bit busy working on it to get it going, there's not set date but I was hoping to start 'overseeing' my friends next month.
     
  9. Agnus_Dei

    Agnus_Dei First time out of the vault

    Jun 30, 2017
    @ICEFANG13
    I'd like go see & play your system, i am hyped.
    But why do you believe that it can only depend on hard and complicated mathematics? There are many aspects in Fallout CRPG which you might not imply in your PnP game, like many skills and d100 check&combat system. A system could get away with only SPECIAL points and can still be called a Fallout PnP.
    I mean, what we've got are 7 main attributes (which are limited to 1-10 or 1-13 or something) to work on. Why would it need master computer math to use them? I think they are usable without getting things up to d100 rolls. We just gotta think a little independently from fallout CRPG's.
     
  10. ICEFANG13

    ICEFANG13 First time out of the vault

    Aug 12, 2016
    It was my goal to have everything as close as possible to the original with a rebalance. I do agree that it's possible to have a solid and awesome d20 system for fallout with the SPECIAL attributes but I maintained every part of the combat. It works very similarly to how fallout does it and it's just a lot to get right.
    First I need to know range, I simplified it down to 4 seconds and made range in 4 increasing increments (which is long, far, medium, and close range, each one is a quarter of the range total and each one has reduced accuracy). It had to be simplified originally because I only recently learned how to program. I asked the players to have an idea what range they have these values so it could always be available which reduces the complexity. After subtracting the AC of the target there is the chance to hit. I decided early on to use the d100 to imitate the % of the skills used (it also uses the d20 for SPECIAL checks, other than damage rolls, these are the only two dice used) which allows me to have a proper crit chance. First draft had the d20 and it felt horrible to say, "make your luck 1, 5, 10, or 15 or you get no benefit). This is where it starts to get more complicated. Each player needs to know their dice roll but I also kept the jinxed trait that works for the person that has it and each person that targets it (it turns the 1-5 on the d100 crit failures to 1-10).

    After the chance to hit is known, there is the ability to make aimed shots and there is the '5' damage types (explosives removed and explosive weapons have a special aoe benefit and deal other damage types). I need to know if jinxed is on the table for each actor and then consider if it's a crit or hit or miss or critical failure. If the aim attack or burst fire is used there is a multiplier that is based on the crit chance for the weapon (it was changed to make non crit builds viable). Aim attacks will cause crippling on criticals, which requires a SPECIAL check of EN vs. the attackers ST/PE or IN or AG (whichever is highest, ST for melee, PE for ranged). The different crippling effects need to consider bonuses to SPECIAL checks or traits/perks like stonewall or rabid. The damage type needs to be corresponded to the armor protection in DR and DT and then the information is needed. The damage roll is taken multiplied by the number of bullets (burst) critical multiplier (if applicable) and other similar modifiers like bonus CQC damage or LRC damage (long range combat, added to make PE more useful and it relates to having noncrit builds). Different damage types have different benefits like armor piercing rounds for normal or fire adding a burst of damage at the end that needs to be considered as well.

    At the end, it works on paper, but the odds of missing something is too great. It requires extremely dedicated players and 'overseers' to function well. The math isn't hard per say, but it does have a lot of potential for error. Early playtesting in alpha was very handwavy because I couldn't keep tract of all details and it make combat very lacking. It was one reason it was worked on sparsely for a year.
     
  11. Agnus_Dei

    Agnus_Dei First time out of the vault

    Jun 30, 2017
    @ICEFANG13 sorry that i couldn't see the reason why you maintained the combat system from Fallout CRPG, but i think we are approaching to Fallout PnP with different base ideals. What i would aim to craft is a system with which i can roleplay in the Fallout universe, and to give that feeling, i think implementing the SPECIAL would just suffice. I mean, why trying hard for the Fallout CRPG's combat system? In Fallout there are guns, melee weapons, armors, which are all stuff exist in, lets say, Cyberpunk 2020 too. A rebalance is not the right thing to do, i think, a new brand combat system would be better in terms of easiness of playing.
     
  12. The Dutch Ghost

    The Dutch Ghost Grouchy old man of NMA Moderator

    Jan 11, 2004
    Really a shame that this project is so poorly supported. At the time I wanted to write articles to introduce ideas from Van Buren that never made it into any games and of course new ideas for locations, NPCs, organizations, coming up with new mutants.

    I also kept thinking on how I wanted to bring in androids or "synths" if people insist, but something that feels more fitting in the world of Fallout 1, 2, and New Vegas.
    One thing I had in mind is when the players finally find the mythical Institute they discover that it is this dilapidated pre war research complex full of remains of the scientists and technicians that used to work here.
    Okay that may sound a bit like the Glow but this place would not have been hit by a nuclear bomb, it just failed. Their only real success were the androids, or at least one of them (I wanted to use the image of DiMA, an android with all kinds of additional attachment to it to compensate for the limitations of the android design as well as being hooked into various computers and memory banks because its "brain" despite being made with the best Pre War technology can not contain a fully developed artificial intelligence on its own)

    This android tried to continue the research of its creators; developing a way of transferring the personality of a human into an android body, giving humans a better chance to survive in the new world and practically immortality.

    A competing project of the Institute was cybernetic implants, improving the human body instead to be more resilient against the rigors of the wasteland, and extending one's lifespan rather than for example put one's brain in a brain bot or think tank.

    Guess which one was the more practical option.