Fallout D20

Mandarb

First Post
I'm in the middle of makeing a fallout setting for D20. I'm trying to come up with a way to advance characters without using any classes like in Fallout but using the D&D stats instead of the 1-10 Fallout system. Any ideas on classless advancement, fallout feats and skills and anything else would be welcome.
 

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At least Fallout uses the same EXP chart.

I daresay you should stick to using classes, since that's all the CPs you earn in Fallout represent anyway. Take a look at Arcanum: that's basically Troika hybridizing Fallout and D&D. And while it uses CPs, as a tabletop game it would play much better with classes.

The thing about a classless system is that it's a hassle to run apart from a video game. For Fallout, I would personally recommend a generic class system a lot like Star Wars (you could even just rip the Soldier, Scout, Noble, Fringer, and Scoundrel classes with different names!). My own DM, in trying to create a Fallout rpg, wanted to go classless but in the end opted for a role-specific class sytem (his classes were like Tribal, Valut-Dweller, Steel Knight, etc.) In the end, I pointed out that those would be better as "race" packages, and using the Star Wars classes would be the best way to go.
 


Call of Cthulhu d20 is classless. Everybody uses the same Hit Dice and has the same number of skills points. They get to choose 12 skills that are class skills.

The only thing that is different is there are two types of characters: Offensive and Defensive. The Offensive character gets the Cleric's BAB progression, but only 1 good save. The Defensive character gets the Wizard's BAB progression, but 2 good saves.

You might want to buy the CoC d20 book or borrow a friend's.

[Edit] As Gaius said, I think that your best bet, as it stands now, is to use CoC d20's classless system with Spycraft's feats. Something might come along later that fits it better, though. [/Edit]

Jack Daniel said:
The thing about a classless system is that it's a hassle to run apart from a video game.

I definitely don't think that the d20 classless system is a hassle to run. And it certainly works well, even though it's not in a video game. ;)
 
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After reading Spycraft, I'm very much convinced that the D20 system could facilitate Fallout. The feats in particular sell me on the idea. As someone else mentioned, Call of Cthulhu is a classless system and so could be used in Fallout as well.

I hope someone else is thinking this way. Someone who could actually produce this product.
 

I've been thinking of having all the normal class advancements based off of stats. Like having which die you roll for HP based off of your Con, # of skill points based on Int.
Also, have class skills based on where you are from Vault Dwellers having more science and medical where tribals have wilderness survival and such.
 

Some random ideas

Just go with the same HD for everyone and simply let the con modifier to Hit-Points be the benefit and as requirement for feats. If one wants to go off the game all skills are class skills, if you want to implement tag skills give everyone three skills that have a rank max as if the character is two levels higher, or simply make it the opposite of cross class let one point get you 2 ranks. (One lets you be better the other will make it easier to keep it maxed out.) Skills off of intelligence is good, though I’m not sure how exactly one would do it, something like half intelligence plus 1 might work out okay. (Or something along those lines.)
 
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It would be nice, if someone would pick up the license from Interplay or whomever to make a proper Fallout D20.

I personally would happily pay £30-40 dor a lovely 256 page+ hardbound D20 RPG based in the Fallout universe.

The setting not only is unmatched in the computer RPG genre of it's type, but in my book rates alongside the old X-Com UFO as one of the best games ever.

An RPG of it, with FEV descended super mutants, ghouls, raiders, Deathclaws, vault dwellers, brotherhood of steel, the triads, crime families.... the enclave..... oh OH! what a game that would be.

It seems unlikely Gamma World will ever be picked up and re-released in a proper format ever again..and with the license being held already for it, and the hassles of obtaining the rights etc. from an RPG company already... anyone making a GW game would be restricted in what they could do to some extent.

But obtaining the license to make an RPG pen and Paper game from a CRPG setting... would undoubtely mean a bit more freedom.

The mere thought of a properly produced and presented D20 Fallout RPG, makes my heart skip a beat.... if only some nice publishers of RPG's out there felt the same way... HINT HINT!! :p
 

Trying to duplicate Fallout as closely as possable I'm going to base skills more off of Fallouts skill set but also throw in a few of the 3E skills for things that the game doesn't cover such as Jump and Balance.
Also, I'm going to base the basic attack bonus off of skills like in the Fallout world. Here are the skills I'm planning on using.

Small Guns (Dex, Trained Only)
This will determine the BAB with small arms.

Big Guns (Dex, Trained Only)
BAB with Big guns (Rocket Launchers, Miniguns)

Energy Weapons (Dex, Trained Only)
BAB with Energy weapons

Melee (Str)
BAB both unarmed and with melee weapons

Throwing (Dex)
BAB with nonfirearm projectiles

First Aid (Wis)
Healing of minor wounds, stopping bleeding and such

Doctor (Wis, Trained Only)
Healing of Major wounds and broken bones

Sneak (Dex, Trained Only, check penalty)
Both hiding and moving silently in one roll

Lockpick (Dex, Trained Only)
The ability to open locks

Steal (Dex, check penalty)
Can be used to take something or plant something on someone else

Traps (Int, Trained Only)
Finding, Disarming, and setting traps

Balance (Dex, check penalty)
same as PhB

Climb (Str, check penatly)
same as PhB

Jump (Str, check penalty)
same as PhB

Tumble (Dex, Trained Only, check penalty)
same as PhB

Science (Int, Trained Only)
Knowledge of science such as chemistry and computers

Repair (Int, Trained Only)
Used to fix things

Speech (Cha)
The ability to convince someone that they are entitled to your opinion

Barter (Cha)
Come on down, The Prince Is Right

Intimidate (Cha)
same as PhB

Sense Motive (Wis)
same as PhB

Handle Animal (Cha, Trained Only)
same as PhB

Listen (Wis)
same as PhB

Search (Int)
same as PhB

Spot (Wis)
same as PhB

Intuit Direction (Wis, Trained Only)
same as PhB

Outdorrsman (Wis)
The ability to find food and water in the Wastes. Also gives a chance to avoid random encounters if the player chooses to

Use Rope (Dex)
same as PhB

Escape Artist (Dex, check penalty)
same as PhB

Craft (Int)
same as PhB but with new crafts for the Wastes such as gunsmith

Knowledge (Int, Trained Only)
same as PhB but with new knowledges such as FEV, Before War History


There won't be any class skills, you can take however many you want of whatever you want however as you gain more ranks it will take more skill points to buy each rank. At the moment I'm thinking

1-5 ranks = 1 skill point
6-10 ranks = 2 skill points
11-15 ranks = 3 skill points

Also, each player will be able to pick 3 tag skills at 1st level that allow 1 skill point to count as 2 for that skill. Skill points will be half your Int score plus Int modifier
 

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