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So, I've been looking to see what others have come up with for a Fallout conversion, hand in the process came up with some thoughts of my own.

 

1) What to do about "power creep". Let's face it, it's an computer RPG game. Opponents are going to get more difficult, therefore weapons/armor/perks/talents will need to be stronger as you go. From what I recall of HERO (I am getting back into it here), that concept doesn't 100% mesh with the system. Part of me just wants to try and smooth things out, especially with weapons.

 

2) Keeping things true. Now, what I want to do (and have started looking at) is trying to keep all the perks and talents available to select in the game. Some are easy to convert, some I'm having a bit of trouble with, some are just pointless, some look to really cost themselves out, and some just don't seem to work at all. Should I try and 'stay true' and keep all of them in, or sort of pick and choose the most useful ones?

 

3) Source material. I've played the Fallouts up to Fallout 3 (so not New Vegas or 4). Is trying to integrate all of them a good idea?

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Weapons and armor tend to cancel each other.  So do like the game did and start them off with lower powered weapons and armor.  As it progresses introduce more powerful weapons and armor. 

 

As to the talents and perks those also scale well.  Some of the talents are expensive especially in 6th edition.  Things like weapon master or deadly blow cost quite a bit.  Most of the time starting players cannot afford them.   Start out at a lower point value and you characters will have plenty to spend their experience on.  It won’t all be on talents and perks don’t forget things like skill levels and martial arts.  Most beginning characters cannot afford everything they want.  If the beginning characters are too powerful lower the starting points. 

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Sorry for stepping in:

It helps that the really powerful weaponry, such as the Gatling Laser, Fat Man (or the Nuka-Pult, as I call it) and plasma weapons tend to have ammunition that is both expensive and scarce, and the weapons themselves are rather heavy by comparison. If the PCs are not paying points for their gear, it should be easy enough to keep the really damaging stuff under control. And if you want to enforce the breakage rules, you could always add Jammed or Burnout as limits on the weapons, with the rolls degrading as the weapon keeps getting used (Say, drop by 1 point per game week unless the PC spends at least an hour on weapon repairs)

 

How are you handling Radiation damage? My instinct (when I tried to do a full conversion a few months ago) was to treat it as a Drain on the PC's REC and Stun, and keep a tight limit on how high they could buy Power Defense. 

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12 hours ago, Pyre-Archer said:

How are you handling Radiation damage? My instinct (when I tried to do a full conversion a few months ago) was to treat it as a Drain on the PC's REC and Stun, and keep a tight limit on how high they could buy Power Defense. 

 

Hadn't gotten that far yet. Still making an outline of what I want to get done.

1) Using 5th edition. That I've decided on.

2) Do I do Fallout 1&2, Tactics, Fallout 3, all of them combined, or break them down seperately. (Leaning towards Fallouts 1, 2, and 3 - allowing for Ghoul and Super Mutant characters - ABSOLUTELY no Deathclaw characters)

3) Make package templates - so far I've got Vault Dweller, Wastelander, Tribal, Raider, Mercenary, Brotherhood and Enclave.

4) Convert Perks et al.

5) Convert Weapons and Armor.

6) Other stuff.

 

Think I'm missing anything?

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7 hours ago, HaukeaCanada said:

 

Hadn't gotten that far yet. Still making an outline of what I want to get done.

1) Using 5th edition. That I've decided on.

2) Do I do Fallout 1&2, Tactics, Fallout 3, all of them combined, or break them down seperately. (Leaning towards Fallouts 1, 2, and 3 - allowing for Ghoul and Super Mutant characters - ABSOLUTELY no Deathclaw characters)

3) Make package templates - so far I've got Vault Dweller, Wastelander, Tribal, Raider, Mercenary, Brotherhood and Enclave.

4) Convert Perks et al.

5) Convert Weapons and Armor.

6) Other stuff.

 

Think I'm missing anything?

I think you've got everything you need listed; there's a good 80 year gap between Fallout 1 and 2 (And about 50 between 2 and 3), so I wouldn't worry too much about trying to integrate everything. And most of the perks can be easily translated into relevant skill levels and minor powers (ie +10 Power and Energy Defense, only vs radiation, +2 Damage classes vs. opposite sex, +10 PRE when talking to Children, Karma can be handled as a Reputation) I have to confess, I'm coming from the other direction (Played New Vegas, Fallout 4, then 3, just scratched the surface of 1 and I have 2 in the offing and boy, Wasteland looks neat...) so I'm not as familiar with the older games as I really should be.

 

If you're looking for lore notes, Oxhorn on Youtube has done a whole whack of Fallout videos, starting with 4 and now he's well into Fallout 3

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Update.

 

Been going through Traits and Perks. Some might get skipped, as they don't really have any game effect (Bloody Mess, anything with Critical hits/damage), don't necessarily work with HERO mechanics, or largely equate to a single skill/Characteristic bonus, unless there's a condition/negative attached to them. Multi-skill perks I'm looking at Skill Levels. 

 

Rad and Poison Resistance I'm still trying to convert. Leaning towards Damage Reduction/Resistance over Life Support.

 

Mind you, because of how 3d6 rolls scale, I'm wondering if giving anything more than a +/- 2 skill/roll bonus/penalty is too much?

 

One other thing I'm trying to sort out right now, Bonus Attacks (reduced Fallout AP costs) with ranged and HtH, Bonus damage with ranged and HtH. For Attacks, I'm wondering if giving a +1 to SPD (only with specific form of attack, -1/2, +OAF or Linked for weapons), and for Damage +1/2d6 HA/HKA/RKA (only with specific form of attack, -1/2, +OAF or Linked for weapons).

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