zeller said:this site is disgusting
Sniff... we try our best... and ask for so little in return... sob.
zeller said:this site is disgusting
zeller said:Why does the world need fallout d20?
Jason Mical said:If you had to say, "well, it's d20 Fallout or nothing," what would you want to see out of the d20 game that would make you think it was worthwhile?
Jason Mical said:If you had to say, "well, it's d20 Fallout or nothing," what would you want to see out of the d20 game that would make you think it was worthwhile?
Roshambo said:An open character system that offers a bit of non-cliché story paths?
Jason Mical said:Roshambo said:An open character system that offers a bit of non-cliché story paths?
Well the story part is soley up to the GM running the game
(I've seen cliche Amber Diceless games and really incredible stories in d20), but which open character systems aside from SPECIAL would you cite?
Shadowrun? Savage Worlds? Amber Diceless? Or even something more esoteric, like Dogs in the Vineyard or My Life With Master and the other stuff that's coming out of The Forge these days?
I'm not trying to be a smartass or pick a fight, I'm genuinely curious what systems you might use as a model (without, of course, hyping my own conversion...).
Well, Rosh, this could easily be avoided by removing classes from the rules. No classes means that the tendency to drift towards those would be a lot smaller, and it would also remove any confinements on characters, making them easier to fit into the world.Roshambo said:Not when the character system has been cookie-cuttered for d20. Then you get into shit similar to the Cliché Four-Person Party, which d20 modern also generally tends towards, as does any class-based system; Huge Strong Warrior, Small Scrawny But Nimble Thief, Kindly Persuasive Cleric and Intelligent Mage.
Sander said:He is right, though. A good dungeonmaster can make any system work interestingly and well.
Sander said:Well, Rosh, this could easily be avoided by removing classes from the rules. No classes means that the tendency to drift towards those would be a lot smaller, and it would also remove any confinements on characters, making them easier to fit into the world.
Of course, that's assuming they'll be allowed to remove classes for their conversion.
He is right, though. A good dungeonmaster can make any system work interestingly and well.
Roshambo said:You get to pick two free from first level that could either hurt or help you, but each have a downside.
Roshambo said:(I've seen cliche Amber Diceless games and really incredible stories in d20), but which open character systems aside from SPECIAL would you cite?
Sorry, I don't see the reason to name-drop or concept-rape from anything else to supplany popularity or anything else for a P&P system that really is no cumbersome than any other.
Something that compliments the character design and gameplay of SPECIAL? Or how about SPECIAL? Or how about this, Fallout and SPECIAL stop getting raped over for "popularity"'s sake (when it seems these rapes never work out, ever), and someone actually bother to sit their ass down and do some work with the material to do it some credit, rather than try to coat it with licenses and trendy "gameplay" that does little but ignore the strongest point of the character system in favor of idiot children in adult bodies.
You did that once, what's so hard in understanding it now?
The main problem is in altering d20 to suit Fallout's style, because if you altered it too much, you'd be right where you are but require that the d20 simps will have to *gasp* learn for Fallout d20's system. Not good, when the system was dumbed down specifically for the drop-outs. So most likely it will be Fallout that again gets assfucked for the sake of whatever trendy crap it's subjected to, as usual. See the problem with using elements that do not compliment Fallout? It breaks down...
Ehe, of course, imposing SPECIAL over d20 like that is pretty silly. But for it to be any good as a Fallout conversion, it really has to have no classes. SPECIAL was designed specifically for Fallout, but I do think d20 can be altered to sufficiently fit Fallout. It'd be pretty..nonsensical to alter SPECIAL to fit Fallout when there is already a system which fits perfectly.Roshambo said:Since d20 is generally a class-based system, it tends to defeat the purpose of using d20. Might as well just go with "okay...these Perks thingies...they're called Feats now. You get to pick two free from first level that could either hurt or help you, but each have a downside. Um, skills are also Feats, so make sure to take two levels of Small Guns if you want to use that Shotgun, three for the Sniper Rifle. Oh! And speaking of first level, that is when you get to pick which three Skill Feats are doubled each time you pick them until 10 levels of the Feat!"
Ew...it's starting to sound like a munchkin's wet dream already...
I'm having a deja vu. Something with Neverwinter Nights.However, for simplicity's sake, most people will go by the core rules. How often did you get a campaign in D&D that didn't use classes? There was ONE MUCK I could think of, and only because of the common construction of such software, that was D&D based and didn't have levels of any sort. Instead, they took the creative story-driven approach and through role-playing earned abilities rewards; they felt it was more natural. I can't remember the name of it at the moment, unfortunately.
That is about the one exception to about...oh, thousands of MU* to use the D&D setting or a rip-off of D&D.
Here's a good question:
If Fallout d20 has classes, will there be a class-less supplement? If there is dual-system writing with both d20 and SPECIAL (easily done, with a conversions jacket and an appendix), then much of my issues with this will be alleviated entirely. In fact, according to most of the gripes of people I have played with in P&P, class-less systems are more favorable because it allows them to make a noteworthy character that didn't feel bound to D&D/MMOG-esque stereotypes, without having them considered a munchkin character by those who don't have the imagination to think outside of the book.
So, if I get people on the Fallout 3 forums asking for Bethesda to allow them to build their UBAR "Sneaker2/Diplomat1/Mercenary4 then dip into the NCR Deputy prestige class for the Gauss Training ability and then go ten full levels of Ranger Scout with +10d6 of Skirmish Damage and Sniper and Better Criticals perks and +2 power armour with the tesla and hardened enhancements!!! +25 BAB for murder death kill hit to the eyes every turn!!!!!" Character Build Template, I'm simply just going to ban the fucker on principle.![]()
Of course not. But a good Game Master can fix much, so a poor system doesn't automatically mean a poor game. Although it does make it a lot more likely.Per said:Firstly, that's completely irrelevant if we're talking game design. Secondly, it's a bit like saying that any legal system is fine as long as you've got a great judge who can substitute his own decisions.
The book Robin's Laws of Good Game Mastering talks among other things about systems that empower the GM and systems that empower the players. D&D is notorious for belonging to the second category, and 3rd edition takes a great step further in that direction. Saying "let the GM take care of it" isn't a good enough approach to the issue.
Sander said:Jason Mical: adding classes to Fallout will completely muck it up, you should be able to see that, really. Classes are what restricts not just original design, but also consecutive development of characters.
Jason Mical said:Well I wasn't asking for name-dropping or concept-raping, I was asking for a general comparison to use as an example. In the same way I might suggest a movie to someone and say "yeah, it's kind of like Day of the Dead..." or something.
You're right, I did do it once, and that conversion is still available (for free, I hope!) The problem is, I'm at a point in my life where I can't devote the time and resources to turning out 160,000 words for free anymore - the only people who can do that are either independently wealthy, or are college students with too much time on their hands (as I was when I did that game.) As I noted before, I tried to interest game companies in publishing it - I even offered it to a company free of charge so they wouldn't have to pay me for it, just to see it in print - and I was turned down and rebuffed at every step. For whatever reason, those companies - which included both d20 publishers and companies that would never touch d20 with a ten-foot pole - decided to pass on Fallout and the SPECIAL system.
It sounds to me - and pardon if my logical jump is incorrect, and feel free to let me know if it is - that your concern is largely that adapting Fallout to a system that uses classes will result in a) pigeonholing and restrictive storytelling, and b) a dumbing-down of the game universe. Restrictive storytelling is easily addressed - although parties can tend to the "dumb fighter, quick thief," etc. stereotypes, the GM can just as easily require that his players not play that way. Just because something can tend towards the simplistic does not mean it has to turn out that way.
As far as dumbing down the system goes, SPECIAL itself falls in the lower end of the complicated spectrum.
Aside from bursts - which you admitted need a mechanical change - SPECIAL operates almost exactly like d20, except with a percentage die instead of a 20-sided die.
So I have a hard time swallowing the simplicity of the game mechanics being a real issue, when the systems are actually pretty close to being the same. It's no Rolemaster, that's for damn sure.
What drew me to Fallout in the first place, what made me pick the game up off the shelf and buy it, was the setting and the story. The first words I read on the back of the box were "remember Wasteland?" And I looked at the art, the setting, and the small plot details and I knew I would be buying the game.
The setting is what kept me playing, because frankly, the system itself and its implementation could be goddamned infuriating at times. I don't care if I was a classless character tweaked to my imagination or a munchkiny goony goon, when the first thing I have to do is fight a bunch of stupid rats, I nearly quit in frustration. But I stuck with it because of the promise of the good story and setting, and I'm glad I did.
When I describe the game to people who've never heard of it, I don't think I've ever even touched on the SPECIAL system itself. But the story and the setting? That's what interests them, and that's what makes Fallout what it is.
Like I said, I'm not arguing for or against a class/classless system, I'm just offering that it's a fairly small nit to pick if the setting and plots are intact.