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Both, really. Haven't seen much buzz around the project there ither.
Ok thanks.Both, really. Haven't seen much buzz around the project there ither.
Project got moved to discord, but it was like carrying a dying man to the hospital. It expired, or maybe in coma.Ok thanks.
Was any progress made on discord before it died?Project got moved to discord, but it was like carrying a dying man to the hospital. It expired, or maybe in coma.
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.Was any progress made on discord before it died?
Ok thanks again.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.
Hello people, I just happened on this thread while looking at some stuff. I recently started F2 again and when googling some info on it I found this site->forum->thread.
I am posting because I've already done a lot of work on this, but stopped seriously working on it a while back. It is my best attempt at a balanced Fallout pen and paper game that includes somewhat realistic weapons, all F:Tactics races, and spells (which are called POWs, er I think it was for Personal Or Weapon enchantments. I had some friends that like spells so I wanted to put balanced spells in), upgrade and attachment system, some special weapons (that involved multiple skills to use properly) (in progress) and some basic concept of a crafting system.
I was watching this thread for a few days to see what people are up to. You see it's about 32,000 words with pictures and diagrams and 78 pages, so I do want to keep good care of it, but I also don't work on it as much as I used to, so I'm interesting in helping out to form a complete product that could be enjoyed by all, especially since my friends can't play DnD or what I've called the VES (Vault-Tec Experience Simulator). With the post above about having a story (when I was going to test it I was just going to use KOTOR's story and modify it, so I didn't have a good one of my own), I have the rules a good chunk done anyway, just no story.
Some big problems I've seen with it, since I tried to make it harder to max skills like in Fallout 1, get 200 easy then 95% on everything, and in the interest of having melee be an unrealistic but totally viable option, as well as being realistic with play mats only being a certain size... and trying to make action points a bit less valuable, weapons lose accuracy based on their maximum accuracy, so while a Laser Rifle has a range of 25 hexes (whatever I put it at the time), firing at 25 hexes away, it would only fire at 1/25 of effectiveness, unless it's an easy target, you're much more likely to miss...
Anyway, with that, and the complexities of armor DR and DT, as well as distance, and cover (including prone and crouch from F:T), combat is very complex. I was working on a graphing calculator program to help make it easier, but even so. If you wanted to use it you'd have to really be dedicated to working it though and patient or a good programmer.
Love your opinions.
Also I haven't read the whole thread, but I did want to say, there was a post on how Luck would be hard to make useful. In VES, I used a d100 instead of d20. With your luck being what value indicated a critical success, so if you had luck 7, you could roll a 93-100 for a crit instead. With Ghouls able to get to... 14 luck I think, that would make them a very interesting sniper class.
@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.
Yeah I've already read it through.@Post-War Tribal Basically it's taken the form of Atomic Postman's Van Buren tabletop project that you can view here: https://www.nma-fallout.com/threads/fallout-van-buren-worldbook-finished-map-and-pdf-inside.220614/
Not that this thread can't still be revived as well if people are willing.