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Fallout Conversion - Wasteland Survival Guide
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<blockquote data-quote="Michael Morris" data-source="post: 7157718" data-attributes="member: 87"><p>So I've been playing all weekend and up to level 61 on my minuteman playthrough and I'm thinking on how armor is going to work. I want something basically compatible with D&D so that you can take D&D armors and put them on.</p><p></p><p>System 1 - Heavy</p><p>This uses a simple rule - heavy weapons have advantage against targets who aren't in heavy armor. The largest problem with this rule is D&D already has heavy armors, but Fallout isn't talking about those - it's talking about armors specifically designed to be bulletproof including, and especially, power armor. This system also makes heavy weapons just that much better against unarmored targets. But it's one path...</p><p></p><p>System II - Penetration</p><p>This requires more math but may be more fair. Most weapons will have an AP value of up to 10. This is how much armor they ignore. New armors in turn will have a hardening value (or some other name) which is how much AP they cancel. This could work, but it's math heavier than normal but the calculation only has to be done once per combat. For example, an assault rifle with AP 7 is fired against Kevlar combat armor with a +4 bonus and +4 hardening. The AP cancels out the harding and reduces the AC by 3 to +1. I worry how bad this will get in a very mixed fight with multiple armors and weapons being fired.</p><p></p><p>Note that in both systems some weapons just flat out ignore armor. Even Power Armor isn't much help against a mini-nuke.</p><p></p><p>On the other side of the coin, should a guy in power armor be able to no-sell a swing from a sword?</p><p></p><p>What about damage resistances?</p><p></p><p>While I haven't stated it out yet, I want having to fight a guy in power armor to feel like an oh crap moment, or completely awesome if you're wearing it. If a power armor wearing character got loose in FR he should be quite scary till the wizard shows up (and maybe even then if you rule that high tech items are anti-magical).</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 7157718, member: 87"] So I've been playing all weekend and up to level 61 on my minuteman playthrough and I'm thinking on how armor is going to work. I want something basically compatible with D&D so that you can take D&D armors and put them on. System 1 - Heavy This uses a simple rule - heavy weapons have advantage against targets who aren't in heavy armor. The largest problem with this rule is D&D already has heavy armors, but Fallout isn't talking about those - it's talking about armors specifically designed to be bulletproof including, and especially, power armor. This system also makes heavy weapons just that much better against unarmored targets. But it's one path... System II - Penetration This requires more math but may be more fair. Most weapons will have an AP value of up to 10. This is how much armor they ignore. New armors in turn will have a hardening value (or some other name) which is how much AP they cancel. This could work, but it's math heavier than normal but the calculation only has to be done once per combat. For example, an assault rifle with AP 7 is fired against Kevlar combat armor with a +4 bonus and +4 hardening. The AP cancels out the harding and reduces the AC by 3 to +1. I worry how bad this will get in a very mixed fight with multiple armors and weapons being fired. Note that in both systems some weapons just flat out ignore armor. Even Power Armor isn't much help against a mini-nuke. On the other side of the coin, should a guy in power armor be able to no-sell a swing from a sword? What about damage resistances? While I haven't stated it out yet, I want having to fight a guy in power armor to feel like an oh crap moment, or completely awesome if you're wearing it. If a power armor wearing character got loose in FR he should be quite scary till the wizard shows up (and maybe even then if you rule that high tech items are anti-magical). [/QUOTE]
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