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TheRealVector

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    TheRealVector reacted to Pyre-Archer in Fallout   
    That’s really neat! Did you have any problems mapping the SPECIAL stats into the Hero system (apologies if I missed a post; I’m doing this on my phone) with figuring things like Combat Value, hand to hand damage, defenses and the like? And what did you do for Luck?
     
    I’d love to see a character sheet!
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    TheRealVector got a reaction from Pyre-Archer in Fallout   
    This chart shows how I handled stats. My choices might not fit everyone's style, but it has been working very well in our game.
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    TheRealVector got a reaction from Pyre-Archer in Fallout   
    Nice to see that I wasn't the only one interested in running a Fallout game. I love the flexibility of the Hero System, and knew that was the way to go when I got the idea. I've been running a Fallout game set in the New Vegas setting for some time now. There was a good bit of work to get it off the ground. So far, I've been able to create  all the Fallout Weapons in the Hero System. Also, I've imported nearly all the Perks, and have created several new ones along the way.
     
    Have you gotten you're game up and running? How are you're players liking it so far?
     
    I've had an unconventional approach to adapting Fallout to the Hero System rules. What I've done, to "simulate" the experience of playing the video games, is adapt the rules to the Fallout universe where possible.
     
    For example, my players have S.P.E.C.I.A.L. stats, skills organized into the FO categories, and get to choose a Perk every two levels. Adapting a level mechanic to the Hero rules was easy, and has worked well so far. Like the video game, it's a very skill and equipment based campaign. The only 'powers' are found within the Perks.
     
    Fire up FO3, New Vegas, or FO4, along with the creation kit, console command 'free camera' plus 'screen print' and I have endless tokens and tactical maps for roll20. Extract the sound files straight from the pc game files, and I have tons of authentic sounds for use in Syrinscape.
     
    The game has been a blast so far!   
  4. Like
    TheRealVector reacted to massey in Balanced Starships   
    I wouldn't mess with point costs.  Instead I would pre-design a lot of the ships and just limit what the players can take.  Just because the game system would let someone buy something, that doesn't mean it's appropriate in the campaign setting.  For example, you can't normally be a starship commander in a D&D game.
     
    Point costs aren't about how "realistic" something is.  It's about how useful it is in the game.  FTL speeds get very high for a tiny increase in points.  That's not realistic at all.  But remember, in the game, there's not much difference between 20 points of FTL travel and 50 points of it.  In both cases, you're traveling to a fictional location that is as far away as the gamemaster wants it to be, and it takes as long to get there as the gamemaster says.  It's a "scene change" power.  The GM says "Okay, you're traveling to the Andaarian Nebula.  You've been going there for the last 4 days.  You still have 2 more days to get there.  On the way, your trip is interrupted by this thing happening."  It doesn't matter if it's the Andaarian Nebula, or some other place he made up.  It doesn't matter if you've been traveling for 4 days, or 4 weeks, or 4 hours.  You've entered into the realm of GM narration.
     
    It's perfectly fine to say that your big battleships can only go at X speed, while smaller interceptors can go faster.  If you want your game universe to work that way, that's fine.  But don't bother with changing the point costs.  It will give a false illusion that you've balanced it somehow, when in fact you haven't.
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