Fallout PNP additions and revisions

Your guns are fine. Only thing that the St requirements are very low, to low for my taste, I thought the purpose of this requirements was that not everyone should be able to handle all guns. But hey it's your game.
I've made changes to the guns, so that the ammo is different. more like in the real world. St requirements are higher, and some guns that were in the original Fallouts are not there because of the balance issues. The pictures are a very good idea, I never had the patience to add them to my doc.
 
yea, like i sayd, use them as desired.
and + i let the str. away, because we never make or never had chars with str. below 4.
In our case u ''can'' use the guns, but of course:
1. if u encounter a cannibal with a M60 ur Dead. (At beginn)
2. you wont find a strong Turbo Plasmarifle at lvl 2
3. I fit the guns during the Game, like lets say a ACR , what is powerful, could be bought for the Value what is there, modiefied with the Barter skills, but the condition might be verry poor so is it maybe 8/10 and the dmg is -3, or maybe the magazine cart is missing :-P
Or something else, the aim is crocked, using with -6 Range and Small guns -9% and cant aim,the Burst Mode is broken, u cant change the trigger, only single shot.
Something like that makes it interesting, they would go, yea i have a fucking bad ass gun, but then they realise how the got ripped of by the Junkseller xD
 
We will try the burst mode like u sayd.. 63% =60%
10 Burst = 10x1d10 1-6 =hit 7-0=fail
But are there eny Critical misses or , Crits possible that way ?
 
If you guys are interested, I have compiled a map of the Core Region, circa 2275. Since my characters are moving a lot, it was essential for the campaign that we had references for distances, dangers, etc...

It's far from being perfect, so if you have any criticism, notes, remarks, etc, do not hesitate.

I tried to cope with FO1 & FO2 inconsistencies, with Van Buren details, and with a shitload of details provided by the Vault, sometimes showing incoherences... So, not perfect, still a work in progress...

Since the baby is heavy, it can be found at the following FTP adress :

http://dl.free.fr/d6IFoo01u
 
ok, then i might just have no clue where to click :twisted:
everything... not my language :D

1badmotha said:
Wir checken immer die Nullen, Einzer und Neuner für Criticals

U speak German ? :D
 
You have to click on this "Télécharger ce fichier", and it's a very cool map I must say!

Where did You get this kind of map, I mean the USA base map?

A bissl :mrgreen:
 
Thanks ! As stated, it is very opened to criticisms, remarks or additions... The base map can be found here :

http://en.wikipedia.org/wiki/Template:Location_map_USA_West

It was a very lucky find, because while it features only physical details (no roads / no towns), there's still the states' borders, which give guidelines to place your own thingies.

Of course, please note that my map is not to be published anywhere. I do not hold the rights to anything in it.
 
I was looking for this kind of map for my kentucky campaign and had to go with a screenshot of google maps. But now it's too late to change it. The best for me would be a terrain map with roads but no towns.

For the next campaign I'm changing all the guns with burst mode and armor. Also the condition and modification rules for the guns.

Do You allow the guns to be modified and if so how do You go about it(rules and storytelling wise)?
 
I allow modifications, but you need a 50% repair skill, and any failure results in the definitive destruction of the item. I only allow "extra" modifications, not inner ones (scope on a gun, magazine size, goggles on a helmet or a geiger counter on an armor.)

However, my own vision of Fallout implies that (except Faction items) about each and every item is somehow unique. Partly created, partly scavenged. Hence, I allow any character to create items from scratch, provided they have an appropriate workshop, the right parts, and that the player describes me what he wants. The limitations are that the repair skill must be at least 75%, and any player may do this only once every six months of game time, regardless of failure or success.

I agree that items degradation, scavenging, repairs and customisation are central to a Fallout campaign, because these notions illustrate what sort of world the players evolve in. However, this is a PnP campaign, and items management is extremely time-consuming in comparison with video-gaming. Therefore, I try to 1) keep it as simple as possible and 2) reserve time for items management between sessions, and let these sessions be as free of it as possible.
 
I let them do enything they want 2, some shops offer to make extra amo cap on a gun.
If they player whants to make something better him self, Repair roll.
If it fails, roll for luck, if that fails its 1d4 to Armor or Gun condition.
luck win, its 1 to condition.And if the Repair rolls fails, his parts what he used are broke. If the Repair wins, they have to roll Repair 4more Times. (If the first Repair succeed, the other rolls are for the boni)
out of 4 Times if they roll only 1Rep. succeesful, then the Amo cap would only get larged by . With 2 its 3. 3is about 6 and 4 is Players whanted to do.
 
I was wondering, how do you manage big fights ?

I would like to bring in a fight, my Party is going on a Caravan drive
12 Guards, 2 Traders,6 Bramins,2 Dogs, 4 Villagers +the Players.

I whant them to get harrassed by 16 Raiders.
Or they come to a Gangster fight 20 mobs vs 20 Raiders..

In pnp that would take 8hours
how do i manage that ?
 
You don't. Well, at least I don't. I describe the ambiance around, and keep the fight as little as possible. PnP is not a wargame/skirmish simulation for me.
 
I would just have a couple of the enemies fight a couple of the players.

everything else would be told as a story... or the players figure it out after the fight ends by looking at the bodies (assuming the players are supposed to win)

if not, have the players fight a few and then they are told, it looks hopeless... everyone else is pinned down or dying. Your INT check tells you that staying here is just going to give your loot to the raiders... you should probably throw a grenade and run for it.
 
Like the boys said, if you want them to survive just make a few "secret rolls" and let them shoot a couple of times, maybe even wound someone. Or you may let them do a couple of skill/stat checks to see if they get out of it alive. In the end you can never tell what the players will do so just go with what they come up with and make the best story of it.

Running a full battle would be too time consuming and boring.

You can also do it VideoGame style like put them on a path that they can't deviate from but let them make some skill checks to see how badly battered they come out of the fight. I know it's railroading but hey what can you do...
 
Back to something else...


I am now past the 3rd big session of the Red Star saga. My characters started being 17yo & lvl1. On the second session, they were 20yo and lvl 3. They now are lvl 5/6 and 25yo.

Both my players and I start to realise that the perks' list is far from being sufficient. I have compiled everything I could from FO1, FO2, FOT, FO3 & FONV, and adapted it to my own rulebook. And even so, I'm not even close of having enough perks to make characters truly unique. I really have the feeling that the perks are too video-gaming orientated to be fully working on a PnP campaign.

What are your feelings about this ? Are you experiencing the same issue or not ?
 
I've also compiled all the perks form all the fallouts. The problem with them being to VideoGame is there. Thats why I tried to change and tweak them to a tabletop style of play. Most of the perks are connected to battle and fighting mechanics, so I've tried to add few new perks for every skill like the "Let the Mutant win!", which is a gambler perk that allows you to tell the GM how the card game comes out without actually rolling any dice.

Than again there are some situations that can be resolved only by some good old roll playing, and not by mechanics.
Overall I'm very happy with the perks I have.

Your players do level up very fast, mine have between 150 and 240 XP so they are from level 5 to level 9 and we had the 23rd session of the campaign.
:)
How is it that the time passes so fast between the sessions, why the age difference?
 
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