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[Homebrew] Fallout d20
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<blockquote data-quote="Michael Morris" data-source="post: 7108630" data-attributes="member: 87"><p>Then it wouldn't be SPECIAL. More importantly, if I'm not trying to preserve the acronym from the game why change the ability scores up so much at all. Luck will be tricky to work in, but I think it's possible.</p><p></p><p></p><p></p><p>Because d100 systems suck. Too much math for too little gain. Since most of those systems dole out bonuses in 5% increments anyway there's no real point in using d% beyond trying to avoid being sued by TSR, a problem that hasn't been real for decades.</p><p></p><p></p><p></p><p>The video game doesn't cap so I'd prefer not to do so myself. It does make the high ability perks a little tricky to design though.</p><p></p><p></p><p></p><p></p><p></p><p>Luck will be the fun nut to crack so I'm going to leave it for later - try to get everything else in place first. One thing I will say, if luck is rarely checked as an ability perhaps its perks can be a bit stronger to compensate.</p><p></p><p>So let's look at the level 1 perks.</p><p></p><p>Melee</p><p>Strength 1</p><p></p><p>You are trained in all sorts of melee weapons combat (unarmed combat is a function of the martial artist perk).</p><p>Advanced: +2 to attack rolls with melee weapons</p><p>Expert: +4 to attack rolls with melee weapons and you may make an additional attack on your action.</p><p>Master: +6 to attack rolls with melee weapons and you may make two additional attacks on your action.</p><p></p><p>Sleight of Hand</p><p>Perception 1</p><p></p><p>You can pick pockets or perform similar tricks.</p><p>Advanced: +2 bonus</p><p>Expert: +4 bonus</p><p>Master: +6 bonus</p><p></p><p>Life Giver</p><p>Endurance 1</p><p>Advanced: +30 hit points</p><p>Expert: +60 hit points</p><p>Master: +90 hit points</p><p></p><p>(Not sure on those amounts)</p><p></p><p>Hard Dealer</p><p>Charisma 1</p><p></p><p>You drive a hard bargain in trading</p><p>Advanced: +2 bonus when haggling over price (items 10% less than list by default)</p><p>Expert: +4 bonus when haggling(items 20% less than list by default)</p><p>Master: +6 bonus, 30% reduction in prices.</p><p></p><p>I'm considering putting appraisal in this as well. Traditionally appraisal is Int based, but my reasoning is there is a charisma factor as well because there's always a "to the right buyer" component to an appraisal. To measure whether a person is the right buyer is a function of charisma. Trade is also a social interaction for the most part.</p><p></p><p>Language</p><p>Intelligence 1</p><p></p><p>Each time you take this perk you learn a language</p><p></p><p>(It's more useful than VANS in any case)</p><p></p><p>Gunslinger</p><p>Agility 1</p><p></p><p>Advanced: +2 to attacks with pistols</p><p>Expert: +4 to attacks with pistols, no disadvantage on second shot, third shot possible with disadvantage.</p><p>Master: +6 to attacks with pistols, no disadvantage on second and third shots, fourth shot possible with disadvantage</p><p></p><p>(A hint on how I intend to use advantage/disadvantage)</p><p></p><p>Fortune Finder</p><p>Luck 1</p><p></p><p>Advanced: +2 to treasure table rolls by the GM on the character's behalf (if multiple lucky characters are in the party these don't stack, just use the luckiest)</p><p>Expert: +4 to treasure table rolls</p><p>Master: +6 to treasure table rolls.</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 7108630, member: 87"] Then it wouldn't be SPECIAL. More importantly, if I'm not trying to preserve the acronym from the game why change the ability scores up so much at all. Luck will be tricky to work in, but I think it's possible. Because d100 systems suck. Too much math for too little gain. Since most of those systems dole out bonuses in 5% increments anyway there's no real point in using d% beyond trying to avoid being sued by TSR, a problem that hasn't been real for decades. The video game doesn't cap so I'd prefer not to do so myself. It does make the high ability perks a little tricky to design though. Luck will be the fun nut to crack so I'm going to leave it for later - try to get everything else in place first. One thing I will say, if luck is rarely checked as an ability perhaps its perks can be a bit stronger to compensate. So let's look at the level 1 perks. Melee Strength 1 You are trained in all sorts of melee weapons combat (unarmed combat is a function of the martial artist perk). Advanced: +2 to attack rolls with melee weapons Expert: +4 to attack rolls with melee weapons and you may make an additional attack on your action. Master: +6 to attack rolls with melee weapons and you may make two additional attacks on your action. Sleight of Hand Perception 1 You can pick pockets or perform similar tricks. Advanced: +2 bonus Expert: +4 bonus Master: +6 bonus Life Giver Endurance 1 Advanced: +30 hit points Expert: +60 hit points Master: +90 hit points (Not sure on those amounts) Hard Dealer Charisma 1 You drive a hard bargain in trading Advanced: +2 bonus when haggling over price (items 10% less than list by default) Expert: +4 bonus when haggling(items 20% less than list by default) Master: +6 bonus, 30% reduction in prices. I'm considering putting appraisal in this as well. Traditionally appraisal is Int based, but my reasoning is there is a charisma factor as well because there's always a "to the right buyer" component to an appraisal. To measure whether a person is the right buyer is a function of charisma. Trade is also a social interaction for the most part. Language Intelligence 1 Each time you take this perk you learn a language (It's more useful than VANS in any case) Gunslinger Agility 1 Advanced: +2 to attacks with pistols Expert: +4 to attacks with pistols, no disadvantage on second shot, third shot possible with disadvantage. Master: +6 to attacks with pistols, no disadvantage on second and third shots, fourth shot possible with disadvantage (A hint on how I intend to use advantage/disadvantage) Fortune Finder Luck 1 Advanced: +2 to treasure table rolls by the GM on the character's behalf (if multiple lucky characters are in the party these don't stack, just use the luckiest) Expert: +4 to treasure table rolls Master: +6 to treasure table rolls. [/QUOTE]
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