Fallout Tabletop RPG

battlepoet

First time out of the vault
I'm not a big fan of the Alternity system, so I've been working on my own for awhile now and have most of the mechanics I want to use fleshed out. Adapted the old Gamma World 1E rules and meshed them with the Fallout character system, mutated the combat between the two so it'll be quicker resolution without (uh, hopefully) the need for calculators, and basically just working on equipment lists and backstory now.

Was interested to see what other Fallout fans might want to see in a tabletop setting, just as a different perspective.
 
Cool.

How are you going to implement the fighting though? Will you have a hexagonal board to represent distances and movement patterns, or will it be something else?

Are game elements going to based on dice rolls if its not going to be calculated?
 
The combat system is going to be derivative of the skills available in FO; in summary it's going to be a die roll (percentile) to check against the requisite skill. E.g., to shoot someone in the face, the Small Arms skill is checked against after modifications for armor, terrain, etc.

I meant by no calculator as in not so complicated an algorithm that requires serious examination every time a combat situation crops up, sorry. :>

I've used battlemats in the past, and would be using one again if the situation warranted it (too many enemies to keep track of, or too many splash/AE weapons for instance).
 
I am curious as to how your system works. I keep things super-simple in my own combat systems. Tell us when you're finished so I can skim over your rules (I don't really care about story).

I hate matts and use models with distances myself, heavily inspired by all Games-Workshop related systems.
 
Have you checked out the many Fallout PnP games already in existence? No need to reinvent what is already invented.....
 
On a side note, for those that use miniatures and what not in their PnP games, what do you guys use? I've kinda looked around, and there dont seem to be a whole lot of options for stuff with the fallout flavor.
 
Yes, seen them. Weren't entirely what I was after and would be just as much work refitting it to what I want to do as doing what I am doing now.

If we didn't 'reinvent what was already invented' we'd all still be playing AD&D 1E, Pong and Adventure. :>

Guess nobody has any "wouldn't it be cool if" Fallout stuff.
 
That's true. Laziness is programmer's virtue and everyone else's vice.

I wanna take a look at your system.
 
Commissar Lauren said:
On a side note, for those that use miniatures and what not in their PnP games, what do you guys use? I've kinda looked around, and there dont seem to be a whole lot of options for stuff with the fallout flavor.

This place is in England but you should be able to find comparative ones in the states or just order from them?
 
OOOUUUH They've got BikerBabes in "This place" - long live the british table toppers ;-)

Hey JJ what about the sprite editor ?!?!? :-) :cry:
 
The original Fallout PNP core rules written by Jason Mical are a staple. They do well, and you can always improvise.
 
My suggestion is keep it fluid and fast in combat.

But that is just my opinion. I mangle fallout to the extent that it is eventually indistiquishable from the original so I scrapped the idea of staying true to the game. Hence combat is simple and not based on SPECIAL although I would like to incorporate it somehow.

What do you people think? Do you prefer the whole fallout mechanics system or, like me, just the fallout setting (of course with some of the cool elements such as perks).
 
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