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Fallout Tabletop Suggestions

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Thread replies: 13
Thread images: 5

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So I am currently working on a fallout tabletop game (aware that there are already some, but most are incomplete and kind of shmeh imo). I was wondering if I could get some suggestions on a few roadblocks I've encountered with calculating aim.
My biggest issue comes in the category of Energy Weapons, and whether or not to keep them separate from other types of weapons. Combat actions are not governed by skills, though I do have classic out of combat skills. I currently have the weapon categories of Pistols, Rifles, Big Guns, Energy Weapons, Automatics, and Melee.

Mostly, I am unsure of whether or not to just filter Energy Weapons into those other groups based on what type of Energy Weapon it is, or possibly make parallel groups of weaponry for Energy variants.

Another thought I've had is whether or not to include INT as a score modifying Energy Weapon's accuracy scores. I have Perception modifying all weapons, with specific alternate SPECIAL scores for all categories other than rifles that also modify them. I'll post specific aim scores below.
>>
Base Aim and Character Aim:
Each weapon type has its own Base Aim, which is where the aim begins before modifiers, as well as the guidelines for applying S.P.E.C.I.A.L. to the chance to hit.

Rifle Ballistic: 50% + (PER x 5)%

Pistol Ballistic: 50% + (PER x 2)% + (AGI x 2)%

Automatic Ballistic: 25% + (PER x 2)% + (AGI x 2)%

Energy Weapons: 50% + (PER x 2)% + (INT x 2)%

Big Guns: 40% + (PER x 2)% + (STR x 2)%

Melee: 70% + (PER x 2)% + (STR x 3)%
>>
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My biggest issue is that I know I want intelligence involved in the effectiveness of Energy Weapons, but am unsure on how to go about it. I don't know if accuracy is the proper area to have it affect, obviously Perks for Energy Weapons will require INT. My other issue is, if not INT, what secondary SPECIAL should affect Energy Weapons' accuracy? Perception, as in 3 and NV? Perhaps dividing them amongst the other weapon groups? There are so many routes to take, and I'd just love a little input on which one is best?

Also bump.
>>
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I cry, for nobody responds.
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>>54058119
>INT as a score modifying Energy Weapon's accuracy scores.
No. INT is already very useful for knowledge. Make it useful for crafting energy weapons or modding them, not using them in combat.
>>
>>54060172
That makes sense, but I'm still unsure on how to handle their accuracy.
Should I base it purely on PER, seeing as how that was the SPECIAL that governed them in 3 and NV?
Separating them into their own categories or filtering them alongside the ballistic weapons could cause trouble for technicalities in perks.
>>
>>54060226
PER for rifles
AGL for pistols
STR for big guns
Fallout 4 was a so so game but it got that part right.
Also Best Coast for setting. Fuck East coast bullshit
>>
>>54058119
I'm pretty sure Fallout was designed using GURPS as a base system in the first place. Why not just use that?
>>
>>54058119
check out exodus if you like 3.5
>>
>>54060606
It was literally GURPS, but then Jackson read the game notes, realized how much of a giant pussy he was and then pulled the license.

>>54058142
Why are pistols more accurate than rifles?
>>
>>54059223
We just had 5 consecutive Fallout threads.

We're all radded out.
>>
>>54060606
Because half the fun for me is making a homebrew setting.
>>54062095
They arent, they have the same base accuracy (but pistols will have a lower range, meaning they more easily drop in acc) and rifles get a total mult of 5, rather than 4. If you have a 10 in PER and AGI, pistols acc is 90% and Rifles are 100%
>>54062274
Wasn't aware, haven't been on /tg/ in a little while now.
>>
>>54061703
Im mostly making it because I want to make my own system. I enjoy that.
>>54060558
Yeah, I'll probably just group energy weapons the same as ballistics.
Thread posts: 13
Thread images: 5


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