Yeah I just wanted to see if there will be anyone interested first before posting some rules.
So lets get started, and I'm warning you, there is kind of no short way to do this so be ready for the infamous Wall'o'Text...
This game is aimed at my friends who all are pretty much familiar to the Fallout world and its rules, and to board games in general (so they understand they CAN and probably WILL be one-shot by pretty much anything on lower levels).
Also take in consideration that this project is really really fresh (like 3 days fresh) so all the sheets I will post here are early early concepts and don't really represent the final product, but are used to give you a general feeling about the game mechanics.
So, please have in mind that I'll miss some things in this description, and feel free to ask me more about what you want to know.
I) WORLD:
- 2-4 player game, with the optional GM role
- if no dedicated GM in the game the player who is second to act will act as one (making NPC combat rolls)
- divided into 3 major sections:
1. World map (modified F2 square map, 9 major towns, with 5 difficulty areas)(please note this is an early early build of the map, but you get the general idea from it i believe)
View attachment 64
- difficulty areas will have a prerequisite for entry (i.e. lvl 5+ for San Francisco area)
- World map movement is determined by players Movement Points
- you can see most map rules in the right side of the image
2. Town Map (non - pvp map with vendor, doctor, quest givers etc) - this map will actually be represented by town cards that will give the player info about vendor prices, vendor item level, healing prices, and the level of quests that can be started from this town
3. Hexagonal Combat (pvp and pvw) map.
- a pretty straightforward Hexagonal map used for combat purposes, will probably be over layed over some fallout screenshots or something to get a better feeling of the game, and to serve as line of sight obstacles in combat
- the movement and number of actions a player can make on the combat map will be determined by players Action Points
II) CHARACTER:
*(considering char sheet design ill just say:"photoshop = easy mode = not interesting"
)
- leveling will be done through means of finishing quests or killing other players (the prerequisite will be determined along the way since I'm still working on balancing it a bit)
- SPECIAL stat system is used, giving modifiers to other in-game factors (i.e. player starts with 40hp + (END) modifier).
- SPECIAL will be managed once only, at the beginning of the game, and the rest of character progression will be handled through Traits (every 4 levels), Perks (every level) and static gains (i.e. static hp gain per level is 3+(END) for first 4 levels, 5+ (END) for next 4 and so on)
- Trait cards will give a one-of bonus and will not be stackable
- Perk cards will generaly give stackable bonuses, and will be divided into 5 level range decks(i.e. perks level 1- 5, 6-10 and so on --> player chooses a +1 to guns perk, and the same one for next 4 levels(if any left in the card pile) making his total bonus +5 to guns, but after moving to a higher level perk card pile the player cannot choose from lower level perks anymore)
- SPECIAL stats chosen in the start of the game will initially influence some CHARACTER combat and non-combat stats like:
- Hit Points and Hit Points gain per level, Action Points, Sequence, Carry Weight and Carry Weight gain per level, Attack Rating, Defense Rating, CRIT (critical strike bonus value) and world map related stats like Movement Points and the Movement Roll Bonus (M.R.B. see world map for more details)
III) Items:
- split into categories: Weapons, Armor, Usable Combat Items, Usable Non-Combat Items, Quest Items
- most of the Items, except the Quest Items, will be purchasable from vendors
- all non vendored items will be obtainable through NPC loot, quest rewards etc etc
- this is the early concept 10mm pistol card, giving all the info player needs in combat, while trading etc etc:
IV) Combat:
Well, since this is the most tricky part in almost all combat board games I thought this should be the most complex part in the game itself, and maybe the only really complex part of it.
(note that the PvW combat will be played out in the same manner as the PvP combat, with each NPC/monster card stating the required stats to use in combat)
V) Quests
- will be divided into 7 level ranges, each obtainable in the town which supports the given level range
- this is still under development, but there will surely be combat as well as non-combat quests
- quest rewards will most likely be stated on the back of each quest card, including a roll table to determine which item/s player receives upon finishing the quest
- currently, 1 finished quest gives 1 level to player, making it 20 quests for 20 levels of progress (if no player kills which would give experience to the player were made)
Hmmm, and thats about all i could think of at the moment. Stuff not posted (finished trait, perk, quest, monster cards etc.) is still being worked on at the time I am writing this so I'll try to upload some as soon as I'm happy with the finished results.
Now, for the main reason I posted all of this:
I'm not sure of the victory condition for this game ... Should it be a global quest that all players get upon, let's say moving to highest lvl area? Should it be some kind of victory points (i.e. each player gets 1 point for quest, kills and so on), and the first one to reach the goal is the winner? This is the part im actualy having most trouble with at the moment, since combat turned out to be super fun and fair (from test games i played with some friends) when you get used to the values once.
So I'm asking you as Fallout / RPG players, what kind of ending would you like the most, and feel most rewarded when achieving in a game like this.
Feel free to ask anything about the game that I've missed here, its more than welcome. Thx in advance