Gizmojunk
Antediluvian as Feck
None of the weapons apply to the Demolition skill... What covers heavy weapons? (Big Guns ?)
Yeah I know that lock licking would make more sense to be rolled into repair, but I just felt like that would make Repair a little too overpowered.But they each have nothing to do with each other. Steal and Lockpick could both benefit from a high dexterity score, but aside from that they are unrelated skills. Steal is social stealth, lock picking is mechanical understanding, and Gambling --well technically Gambling should have been the detection of cheating-- but it turned out to indicate skill at play/winning the games. Poker, slots, and roulette have nothing in common with lock manipulation or pick pocketing.
None of the weapons apply to the Demolition skill... What covers heavy weapons? (Big Guns ?)
Yeah I know that lock licking would make more sense to be rolled into repair, but I just felt like that would make Repair a little too overpowered.
I think it’s worth noting that skills like Repair and Science are already very broad generalizations, so we should either break those up or roll some other skills together to compete with their usefulness. Although, repair and science aren’t really that useful in the original games now that I think of it.
What the hell is this? Is it like Gambling but instead of Roulette and card games it'sConnect
What the hell is this? Is it like Gambling but instead of Roulette and card games it's
I don't think so. Demolitions is not about aiming flying bombs; it's about controlled explosions—just about the polar opposite of using a flamethrower and launched explosives.Explosives would cover a character's familiarity with explosive heavy weapons like Grenade Machineguns and Rocket Launchers whilst...
I don't think so. Its true utility is opening a container or door quickly, and reliably... the silent part is inherent. Anyone should be able to open a conventional/consumer grade lock if given unlimited time, and/or with no need for silence.Lockpicking is so very specifically niche it needs to be rolled into another skill IMO. Because its only true utility is opening a container or door quietly...
IMO the PC should not (should never) know all of these skills at an expert level; these are skills to base a career upon. There is a reason that certain skills cannot be increased except by adding points during leveling; finite number of points, and adding to one means not improving the others.My suggestion would be rolling Lockpick into a general "Security" skill that deals with lockpicking, breaking into non-electrical security systems and handling/detecting non-explosive booby-traps (i.e splitting Traps role in the original games and taking it from Repair in the new games).
AFAIK it already governs this. Sneak = social stealth.I would also make Steal into a broader "Sleight" skill that determines your character's ability to perform manipulative/deceptive tricks and fast fingerwork, so pickpocketing, planting things on somebody, poisoning somebody's drink in public or cheating at a game.
First-Aid is sports medicine and minor wound care. First-Aid can be improved without leveling skill points. Doctor cannot; Doctor is a dedicated career, and affects dialog with NPCs.So you'd have three "Stealth Boy" skills: Sneak, Sleight and Security which all deal with different kinds of stealthy characters, with that division you could have a deceptive Agent 47 type who hides in plain sight, or a Solid Snake that crawls and stalks in the shadows.
No RPG should be designed that a single PC can achieve everything—the whole point is to have the PC react within their limitations, and this mentality seeks to eliminate their limitations. This is the definition of homogeneous PCs. You would have every scientist be a specialist in every field. If this is a PnP version of the game, then the skills should be un-rolled; science split into several fields like Radiation technology, Computer science, X-ray Technician, Chemical engineering, Biology, Botany, Nuclear Physics, Liquid Physics... et al.I'm working on the final version of my Fallout PnP and my Skill List/division is such:
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I think in the context of a game where you only have one character (rather than a group of PCs) I think Science should stay generalized
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and I think Doctor/First Aid should probably be merged into Medicine
I don't think so. Demolitions is not about aiming flying bombs; it's about controlled explosions—just about the polar opposite of using a flamethrower and launched explosives.
I don't think so. Its true utility is opening a container or door quickly, and reliably... the silent part is inherent. Anyone should be able to open a conventional/consumer grade lock if given unlimited time, and/or with no need for silence.
Quiet work in Fallout should come of using the Sneak skill.
AFAIK it already governs this. Sneak = social stealth.
No RPG should be designed that a single PC can achieve everything—the whole point is to have the PC react within their limitations, and this mentality seeks to eliminate their limitations.
First-Aid is sports medicine and minor wound care. First-Aid can be improved without leveling skill points. Doctor cannot; Doctor is a dedicated career, and affects dialog with NPCs.
You would have every scientist be a specialist in every field. If this is a PnP version of the game, then the skills should be un-rolled; science split into several fields like Radiation technology, Computer science, X-ray Technician, Chemical engineering, Biology, Botany, Nuclear Physics, Liquid Physics... et al.
Napalm is essentially an explosive, though. The handling and care of that stuff would seem to have a lot more in common with the handling of grenades and rockets than it would with anything to do with an energy weapon. It doesn't make any sense to me to include grenade rifles or rocket launchers under "explosives" while excluding flame throwers. Maybe a potential solution is to gate the actual use of the weapon should be gated behind Explosives and STR but the actual damage calculation is one-half Energy Weapons and one half Explosives.I wouldn't put a Flamethrower under Explosives for reference. Flamers seem to be a sore-thumb in basically any organization of combat skills though it seems, and obviously their usage is too niche for a seperate skill.
Napalm is essentially an explosive, though. The handling and care of that stuff would seem to have a lot more in common with the handling of grenades and rockets than it would with anything to do with an energy weapon. It doesn't make any sense to me to include grenade rifles or rocket launchers under "explosives" while excluding flame throwers. Maybe a potential solution is to gate the actual use of the weapon should be gated behind Explosives and STR but the actual damage calculation is one-half Energy Weapons and one half Explosives.
The fundamental reasoning is sound enough - fundamentally, a Flamer is doing the same kind of damage as laser or plasma, because the only reason that laser or plasma are dangerous is because they're extremely hot, in fact fire itself is literally a kind of plasma. But at the end of the day, a Flamer just feels far too conventional to class under energy weapons - we've had them since WW1 for pete's sake, and napalm is effectively an explosive whereas the use of energy weapons is going to be guided by understanding pf physics, cleaning complicaterd prisms and chambers etc.I can see the logic in that. Flamers certainly feel like the odd one out to me in basically any category that isn't one of their own, whether it's Big Gun, Energy Weapon or Explosive.
I do wonder why they put it under Energy Weapons in New Vegas rather than Explosives. I guess because it's theroetically recoilless and uses energy fuel for ammo - despite the energy weapons in Vegas having recoil for gameplay purposes. I do recall when I ran my old campaign which had Big Guns that my players immediately questioned Flamers inclusion there and argued that it belonged in Energy Weapons - so I don't know.
Like I said, it seems like it makes the most sense to gate it behind Explosives, it feels like the rocket launcher or fat man in that its a conventional weapon that doesn't use bullets, and it uses an explosive. But you could argue that when calculating damage versus DR it could be considered as energy damage, or half energy half explosives.
I always hated how energy weapons governed the flamer, mostly because I feel that a character focused on energy weapons would never use flamethrowers over a laser pistol for example.
But what really drives me crazy is the gauss rifle being under energy weapons, but I suppose that’s Bethesda’s fault anyway.
Yeah I understand why, I just hate that it is that way. I think it’s supposed to be like a Mass Effect gun, where a piece of a block is shaved off for ammunition. The micro fusion cells just power the gun. Which, now that I think of it, is pretty much how laser and plasma weapons work as well. The gun itself creates the laser/plasma literally out of thin air, the energy cells are just there to power this process. At least that’s my understanding. Bethesda didn’t seem to realize this though, which is why they created the plasma cartridge for fallout 4.I sort of understand it with the 3/NV version of the Gauss Rifle - it's clearly some kind of energy weapon rather than a railgun/mag-rifle. Or at least, it appears that way to me.
Gizmojunk, I don’t really understand why you’re so anal about stuff like Doctor and First Aid being separate skills but you don’t seem to have an issue with skills like Science or Repair, which to me both seem like broader categories than the Medicine skill.
Edit: Okay never mind, apparently I didn’t read your entire post. Sorry
Napalm is essentially an explosive, though. The handling and care of that stuff would seem to have a lot more in common with the handling of grenades and rockets.
I mentioned it because many people have suggested it.I wouldn't put a Flamethrower under Explosives for reference.
I didn't mean that, I meant that with no time limit, anyone should be able to open a consumer lock by blind luck, just by randomly wiggling the tumblers with a scrap of metal.We'll have to agree to disagree on brute force to open a locked wooden door versus stopping to pick a lock in terms of speed.
In Fallout... at least, who (what PC?) normally cares? The world is ruined, and few inclined to steal would concern themselves with their theft getting noticed after the fact. Getting caught doing it would be their likeliest concern.To my mind lockpicking has its utility in preventing damage and stealth, but in other scenarios a heavy boot, a crowbar, a shotgun blast or a Power-Armored shove is going to be far faster IMO.
Fault of the player IMO; not for spending the points, but for taking the opinion that a specialized skill is a waste. Because any situation in the game that requires such knowledge would be beyond any other PC, and ideally not something they could achieve or access in that play through.Lockpick was basically only used in situations where they had to remain quiet and were pressed for time, which made the player who invested in the skill feel like they had wasted their Skill points because it was so massively niche/situational compared to basically all the other skills that were in play and got much more regular usage.
I would argue that a niche skill might even have ZERO use cases, but that a PC who was skilled in it would be appropriately under-skilled in everything else, and that that is part of the role; they should react within their limits. Imagine an PHD'd English teacher leaving the vault; their only option with it is to correct the raider's grammar (and anger them).I'm personally unfamiliar with GURPS so I don't know how simulationist games like that handle it (and I would argue that by your own logic, even the fields you listed are too broad), but in Fallout with Fallout's skill system and levelling - a character who pumps points into Botany or X-Ray Technician are going to have a very useless and unsatisfactory experience.
And it's not like there's a Big Energy Weapons skill. If an Energy Weapons player finds the ultimate big cool energy weapon gun and it's classed as a Big Gun, his Energy Weapons build and collection of Energy Weapon-enhancing perks can't affect it. Unless the perks are programmed to count this Big Gun among its list of acceptable Energy Weapons.