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DarthGM

GM Phil's Fallout Theme

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On 2/18/2018 at 6:20 PM, adderworks said:

Played the one shot, my group(s) -ran a second one shot with another group for another ruleset- enjoyed the play for the most part as a general thing, but... There is a guy in our group that can break pretty much any system, and he was quick to ask about the soak values of the power armor. To quote him, he said, "Do I really get something that starts with an 8 soak?" He got ahold of the armor at some point, and the armor mods quickly made it reeeeeeally hard to damage him which is on par for fo4, but it seemed to break from the New Vegas power armor playstyle. 

Anywho, I was wondering if you were going for the fo4 vibe more than the earlier editions of the game?

Otherwise, the system played well as a cohesive unit for the most part. The group I hosted is a young crowd, and they got most of the references from the fo4 side of things. It was fairly fast paced, and the mechanics clicked in all the right places without too many questions. 

 

*Disclamer - hopefully, it does not come off rude! :) - J

 

 

 

No no, it's solid, man. I want the feedback! :)

Power Armor is definitely designed to be more in line with Fallout 4 rather than FO3/NV. The high soak values of Power Armor does make them dangerous, but there are enough other suits of power armor out there as well as really dangerous creatures to threaten them. Plus remember that Triumphs can be spent to breach armor, reducing it's Soak value by 3 per.

But it is something that I'm keeping an eye on, and could lower slightly based on feedback.

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Hmm, interesting... I am a huge F04 as well. So, I can enjoy both sides of it.

Okay, rephrasing that last bit... So, which is best from your point of view? Plot or mechanics when designing a power curve? So far, It's been the hardest choice for me. 

 

Edited by adderworks

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9 hours ago, adderworks said:

Hmm, interesting... I am a huge F04 as well. So, I can enjoy both sides of it.

Okay, rephrasing that last bit... So, which is best from your point of view? Plot or mechanics when designing a power curve? So far, It's been the hardest choice for me. 

 

The obvious answer is "whatever you and your players are going to enjoy".  That being said, I tend to take a very balanced approach; I'm a sucker for good mechanics and solid rules (which is probably I don't grok FATE all that much; it's too open for me and isn't crunchy enough), but I also want mechanics to help the narrative, not limit it.

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4 hours ago, DarthGM said:

If I got the time and the drive, sure. :)

 

Whilst most of my free time is taken up by both a 3mo old baby, and PUBG (send help, addicted), if I can help in any way let me know and I will.

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I can post some NV weapon setting stuff for Phil's setting this weekend. The power armor rules from my own setting would not work in Phil's world, though. It would have to be a new write-up for the Enclave and Brotherhood items. Still, I can offer some weapons and holdout rules if folks want to try them. 

 

Excerpt of Holdout rules made and tweaked for Phil's ruleset in NV games

https://docs.google.com/spreadsheets/d/1zLzjOmAtQQvT488bpGJIVh-KRFc9arCUgj3nZoPGHN8/edit?usp=sharing

Edited by adderworks
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On 4/15/2018 at 4:02 PM, StrangePackage said:

Just wanted to pop on the thread and thank you for the theme. I just started running a Fallout campaign using it for my regular group, and so far the results have been excellent.

Glad you're enjoying it!

Now that my life seems to be setting down a bit, I'm hoping to put some mileage onto crafting, salvage, and settlements...

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