A First Look at 2d20 Fallout from Modiphius

Fallout has had an interesting journey to its place in geek culture. It started out as a GURPS computer game, turned into a series of RPGs from a beloved team, expanded its hold on gamers with a shift to first person gaming and currently exists as a slowly but surely improving MMORPG. It seemed inevitable that the setting would return to the tabletop. Modiphius has taken on several licenses...

Fallout 2d20.jpg


Fallout has had an interesting journey to its place in geek culture. It started out as a GURPS computer game, turned into a series of RPGs from a beloved team, expanded its hold on gamers with a shift to first person gaming and currently exists as a slowly but surely improving MMORPG. It seemed inevitable that the setting would return to the tabletop. Modiphius has taken on several licenses using its 2d20 system and sent a review copy of the PDF for its latest to me. Does it fit like a smart looking fedora? Or is it as useful as completely drained power armor?

For those unfamiliar with 2d20, it is a roll-under system where players roll 2d20 under an attribute plus a skill to gain successes. Tasks have a difficulty from 1-5 successes. Players can gain extra successes through critical rolls of 1 or by gaining additional dice by purchasing them with momentum. If a player rolls more successes than needed, they can use them to purchase additional effects like more damage or information, or they can bank those successes to use later. The designers are second only to Free League in adapting the basic engine to fit different genres and licensees. Sometimes the games are very grainy. Sometimes they are not.

In this case, lead designers Nathan Dowdell and Sam Webb along with Alison Cybe, Donathin Frye and Virgina Page hit the middle of the pack. Making a character is rather simple; pick a species, assign attribute points to once that match the game, pick a perk modeled after ones across the franchise and the character is ready. The team seemed to go out of their way to adjust 2d20 in a way that would be immediately recognizable to players of the later Fallout games. That includes adjusting game terms and mechanics like momentum and determination to things like Action Points and Luck.

There are six broad character types: Brotherhood of Steel, Ghoul, Super Mutant, Mister Handy, Survivor and Vault Dweller. These aren’t classes in a strict sense; they mostly give you a starting perk and a chart to determine your starting equipment. Some of the character choices have some fun subtypes, like several Mister Handy builds that can be mixed and matched, like a Miss Nanny personality stuck in a Mister Gutsy body. There are a few character types I would have liked to see as playable that show up in the enemies section, like Protectrons or Synths. I hope that as more books are released for the line these types get added to the game.

The complexity comes in with character gear. Gear customization is a major part of the video games and that focus continues in Fallout. Most of a character’s abilities come out of the weapons and armor they carry and the game expects players to fiddle around with their loadouts as they scavenge the wasteland. Games where gear really matters have gone out of vogue in modern designs, but Fallout shows a way forward where players can modify basic gear without flipping through dozens of gear books. If anything, the company should consider gear decks so players can assemble their cool guns in a tableau while they play.

Combat is a mixture of abstract elements and gritter detail. Hit locations matter, but only on a critical success. Ranges are defined by zones but they have an ideal zone where they function. Ammo is counted but the system offers a risk/system where more shots fired mean more damage dice and therefore a better chance at a critical hit. This models different play styles of Fallout well, with some players taking a measured approach to battles and others changing forth and blasting with both hands.

Seekers of lore might be disappointed by the fact that the game concentrates on Fallout 4. Don’t pick up the book expecting a timeline and backstory of all the games. The information is useful for playing in the Boston setting, but I saw a missed opportunity here. Rather than a specific setting I would have preferred advice on how to turn your own city into a Fallout setting. Part of the joy of these games is walking past a location that you recognize and see how the setting has changed it. The first thing I would do at my table is sit down and discuss what local landmarks we’d want in the game and how we could satirize issues in the city through the various factions within the game.

Fallout is a strong translation of the electronic RPG to a tabletop format. If you enjoy those elements of the game and want a tabletop RPG that plays to them, this is an excellent pickup. It’s also a good choice for GMs wanting to hook friends who love video games but have been shy about getting into tabletop. For fans of the video game looking for material they want to convert into their favorite system, they will head back out into the wasteland, unsatisfied.
 

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Rob Wieland

Rob Wieland


Reynard

Legend
Looks like a great game. Not sure why fans of the first Fallout computer game are hating this RPG on some community sites calling it a Fallout 4 type faill.I liked all the Fallout computer games.
It is very definitely an adaptation of Fallout 4 specifically and given how divisive that game is for the fan community. While I like Fallout 4 and am excited to give this RPG a try (I already failed my save and preordered it) I am also somewhat disappointed it isn't a broader "Fallout Universe" RPG. Each game has a distinct tone and different focus and it would have been nice to have a big Fallout toolkit to build our own.
 

Advice on converting your locale to a wasteland would have been cool. Hopefully they do setting books. One of the appeals of Fallout 3 for me was the familiarity I have with DC. Fallout 4 is not my favorite in the franchise, but it's pretty good. I could skip the emphasis on settlement building and spend more time on exploration though.

I am not a fan of the 2D20 system they use, but I might have to pick this up for reading material. And who knows, a well done 2D20 Fallout game may convert me...
 


Abstruse

Legend
It's not surprising that Modiphius started with Fallout 4 as it's the most recent entry in the franchise (side-eyes anyone who brings up 76) and the best-selling title in the series. It's going to be the most recognizable entry in the franchise to more casual players because of its wide availability. Modiphius took a similar tack when developing the skirmish wargame Fallout: Wasteland Warfare, starting with Fallout 4. Considering they've expanded into the Capital Wasteland and the Mohave with that game, it's very likely that other settings will get their own books in the new future.

There's also the fact that this IS a licensed product and it may not have been Modiphius's decision to focus on the location and timeframe of Fallout 4 compared to the other games in the series since, well, Fallout 1, 2, 3, and New Vegas aren't available on current-gen consoles while Fallout 4 is. I mean it could be worse. They could've insisted on West Virginia.
 

Reynard

Legend
I hope the game gets robust support and we get sourcebooks for those other regions and eras. I even want a FO76 book. I don't play that game because I like my FO single player, but it is still full of cool stories and beasties.
 

overgeeked

B/X Known World
Rolling low is just not something I can get into. I get that there is nothing wrong with it. I get being number 1 at something means your the best. I even get that for years i played 1e and 2e D&D with roll under mechanics. But psychologicaly i just dont like it. I want to roll high numbers.
It's trivial to flip it. Just make a chart if you don't want to do the math every time.

Formula: 21 - roll under # = roll over #.

Chart:
RU / RO
1 / 20
2 / 19
3 / 18
4 / 17
5 / 16
6 / 15
7 / 14
8 / 13
9 / 12
10 / 11
11 / 10
12 / 9
13 / 8
14 / 7
15 / 6
16 / 5
17 / 4
18 / 3
19 / 2
20 / 1
 

Paragon Lost

Terminally Lost
"The designers are second only to Free League in adapting the basic engine to fit different genres and licensees. Sometimes the games are very grainy. Sometimes they are not." -Rob Wieland

Honestly I feel that Modiphius is number one at doing this and not Free Leagues. Look at how many they've done in comparison.
 

MGibster

Legend
Does it still have that glitch that prevents you from walking through a door after an NPC walks through it? I kid because I love. I've been a big fan of the Fallout games ever since the original isometric games from the 1990s. Fallout 3 was divisive because the tone changed quite a bit from the originals with Bethesda's first outing into the series. In the original Fallout series I wasn't consuming centuries old pre-packaged mac 'n cheese or Salisbury steak, wasn't listening to kitchy music, and I don't recall any wood framed suburban housing standing after a century two of neglect. But I still enjoyed Fallout 3, New Vegas, and Fallout 4 quite a bit. Though by the end of Fallout 4 I've kind of felt like the franchise was getting a bit long in the tooth.

It's a great setting though for a TTRPG though. I'm going to seriously consider picking this one up.
 

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