Michael Morris
First Post
I've been playing a lot of Fallout 4 recently and have become a little enamored of its character generation and advancement system and I've started wondering about translating it into a tabletop system. There's also a minis combat game coming out soon so there will be minis available to use. So, I have ideas sloshing around in my head, might as well throw them out.
The system foundation is 5e d20, with the concepts of bounded accuracy and the advantage/disadvantage. I'll eventually crib up some d20 modern materials as well but at the moment let's talk system core. No classes, but there are levels. All level determines is eligibility for some perks and hit points. There is no level cap.
For those not familiar with Fallout the seven attributes are what makes you S.P.E.C.I.A.L. --
Strength
Perception
Endurance
Charisma
Intelligence
Agility
Luck
The first six map almost directly to their D&D d20 counterparts. Strength, Intelligence, Charisma directly map in name, Edurance = Constitution. Perception encompasses Wisdom and manual dexterity, Agility is just that - so in effect dexterity is split up. Scores run 1-10. A beginning character has 21 points to distribute over the attributes. When making an attribute check roll d20 + 1/2 the ability, round down. There are no negative ability modifiers.
Character advancement centers around perks. A character gains a perk on each level up. Perks have a minimum ability score to gain them. There is no separate skill system, instead perks grant advanced (+2), expert (+4) or master (+6) proficiency. Expert proficiency requires character level 6 be reached, Master proficiency requires Level 12 be reached. Instead of gaining a perk a player can raise characters attribute by 1.
Hit points is endurance + level * 10 for levels 1-10, *5 for levels 11-20, and flat level beyond 20th. So a 25th level character with 5 endurance has 160 hit points. At 26th level he'll gain a hit point (big whoop) but more importantly, a perk.
I'll stop there, as that's about all I've rolled over in my head. Seems to be a fair to solid foundation. Thoughts?
The system foundation is 5e d20, with the concepts of bounded accuracy and the advantage/disadvantage. I'll eventually crib up some d20 modern materials as well but at the moment let's talk system core. No classes, but there are levels. All level determines is eligibility for some perks and hit points. There is no level cap.
For those not familiar with Fallout the seven attributes are what makes you S.P.E.C.I.A.L. --
Strength
Perception
Endurance
Charisma
Intelligence
Agility
Luck
The first six map almost directly to their D&D d20 counterparts. Strength, Intelligence, Charisma directly map in name, Edurance = Constitution. Perception encompasses Wisdom and manual dexterity, Agility is just that - so in effect dexterity is split up. Scores run 1-10. A beginning character has 21 points to distribute over the attributes. When making an attribute check roll d20 + 1/2 the ability, round down. There are no negative ability modifiers.
Character advancement centers around perks. A character gains a perk on each level up. Perks have a minimum ability score to gain them. There is no separate skill system, instead perks grant advanced (+2), expert (+4) or master (+6) proficiency. Expert proficiency requires character level 6 be reached, Master proficiency requires Level 12 be reached. Instead of gaining a perk a player can raise characters attribute by 1.
Hit points is endurance + level * 10 for levels 1-10, *5 for levels 11-20, and flat level beyond 20th. So a 25th level character with 5 endurance has 160 hit points. At 26th level he'll gain a hit point (big whoop) but more importantly, a perk.
I'll stop there, as that's about all I've rolled over in my head. Seems to be a fair to solid foundation. Thoughts?