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[Homebrew] Fallout d20
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<blockquote data-quote="Michael Morris" data-source="post: 7118148" data-attributes="member: 87"><p>So I've been doing some further work with this. First, unlike the game which is inconsistent about the minimum levels for perks, I figure it's easier to be consistent and to use the same level turn overs that 5e uses, so</p><p></p><p>Beginner +2 bonus</p><p>Advanced +3 bonus, 5th level</p><p>Journeyman +4 bonus, 9th level</p><p>Expert +5 bonus, 13th level</p><p>Master +6 bonus, 17th level.</p><p></p><p>There are 7 stats, 10 levels of those stats, so 70 perks that have 5 levels for a total of 350 perks. If the GM gives out a perk every session, one session is played a week then realistically it would take over seven years to play a character into earning every perk in the game. Note that if the normal point buy is used a character will have to use around 35 perks to get his stats up to all 10's.</p><p></p><p>Last thing to note - I've decided how to handle luck. I know some people are going to hate this and some are going to love it, but here goes and why: Luck is the saving throw stat. That is, if you have to make a saving throw in Fallout you make a luck check, you don't make an ability check.</p><p></p><p>Why?</p><p></p><p>Well, first off, there are no classes so proficiency in saves will cost a perk, a perk that could be spent on other things. Second, let's be realistic here, in the absence of spellcraft almost all the saves would have been agility saves, and the vast majority of the remainder would be endurance saves against poison. Agility will be one of the best ways to improve armor class in a world with guns, and attack rolls for pistols and assault rifles are agility based as well meaning agility is powerful enough without also boosting most saving throws in the game. Finally, the resultant perk "Fortunate One" (riff on the song "Fortunate Son") feels about right, power wise, with something like Gunslinger. For added measure, throw the ability of the Fighter class' indominatable into the mix.</p><p></p><p>Fortunate One</p><p>Luck 1</p><p>You have an amazing ability to avoid close scrapes. You gain a +2 bonuse to saving throws.</p><p>* Advanced: +3 to saving throws and you may reroll a missed saving throw once per day.</p><p>* Journeyman: +4 to saving throws and you may reroll a missed saving throw twice per day.</p><p>* Expert: +5 to saving throws and you may reroll a missed saving throw three times per day.</p><p>* Master: +6 to saving throws and you may reroll a missed saving throw four times each day.</p><p></p><p></p><p>Character Races</p><p>Players will likely want to play Ghouls and Super Mutants. I'm considering having these races have an ability point cost. So humans start with 21 ability points. Choosing a ghoul might cost 4 of those points. A Super Mutant might cost ten. Note these numbers are hypotheticals, I'm going to leave the races alone for awhile.</p><p></p><p>K, those are today's thoughts. If you're following this do try to comment to keep it from falling off the front page - I hate digging.</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 7118148, member: 87"] So I've been doing some further work with this. First, unlike the game which is inconsistent about the minimum levels for perks, I figure it's easier to be consistent and to use the same level turn overs that 5e uses, so Beginner +2 bonus Advanced +3 bonus, 5th level Journeyman +4 bonus, 9th level Expert +5 bonus, 13th level Master +6 bonus, 17th level. There are 7 stats, 10 levels of those stats, so 70 perks that have 5 levels for a total of 350 perks. If the GM gives out a perk every session, one session is played a week then realistically it would take over seven years to play a character into earning every perk in the game. Note that if the normal point buy is used a character will have to use around 35 perks to get his stats up to all 10's. Last thing to note - I've decided how to handle luck. I know some people are going to hate this and some are going to love it, but here goes and why: Luck is the saving throw stat. That is, if you have to make a saving throw in Fallout you make a luck check, you don't make an ability check. Why? Well, first off, there are no classes so proficiency in saves will cost a perk, a perk that could be spent on other things. Second, let's be realistic here, in the absence of spellcraft almost all the saves would have been agility saves, and the vast majority of the remainder would be endurance saves against poison. Agility will be one of the best ways to improve armor class in a world with guns, and attack rolls for pistols and assault rifles are agility based as well meaning agility is powerful enough without also boosting most saving throws in the game. Finally, the resultant perk "Fortunate One" (riff on the song "Fortunate Son") feels about right, power wise, with something like Gunslinger. For added measure, throw the ability of the Fighter class' indominatable into the mix. Fortunate One Luck 1 You have an amazing ability to avoid close scrapes. You gain a +2 bonuse to saving throws. * Advanced: +3 to saving throws and you may reroll a missed saving throw once per day. * Journeyman: +4 to saving throws and you may reroll a missed saving throw twice per day. * Expert: +5 to saving throws and you may reroll a missed saving throw three times per day. * Master: +6 to saving throws and you may reroll a missed saving throw four times each day. Character Races Players will likely want to play Ghouls and Super Mutants. I'm considering having these races have an ability point cost. So humans start with 21 ability points. Choosing a ghoul might cost 4 of those points. A Super Mutant might cost ten. Note these numbers are hypotheticals, I'm going to leave the races alone for awhile. K, those are today's thoughts. If you're following this do try to comment to keep it from falling off the front page - I hate digging. [/QUOTE]
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