Leovaunt Game Design

Click here to edit subtitle

Blog

Major Fallout Update 7/30/2017

Posted on July 30, 2017 at 5:40 PM

Massive set of changes on the Fallout RPG. Still trying to get the numbers and the game mechanics where I want them to be.


Core Game Crippling Wound Change:

The crippling wound system has dramatically changed. Now there is a new wound table that applies to all creatures and characters. For those wondering, this is the same system that Starcraft just moved to.


Morale:

The morale system has been removed from the Fallout RPG. I decided the system had enough complexity and moving parts, and that the morale system was just not necessary.

-The Mental Training skill now adds ½ skill ranks to a character’s luck bonus (if they have one)


Weapon Damage:

Still trying to find the right values for weapon damage. The following are the changes involved in weapon damage:

-Non-Explosive Ranged Weapons: -4 (removing half the benefit gained in the last update)

-Shotguns: -2 (some minor tuning for shotguns)

-Natural Weapon Damage: -5 (reverting to the way it was before the latest change)

-Heavy Tool Damage: -5 (was simply way too high)

-Hollow Point Ammunition: Gives +5 rending (up from +3, to make it a more attractive option).


Perks:

Perks were updated for changes to the core system, as well as plenty of new low-level perks. This was something the game very much needed.

-Removed Creeping, Death, Hive Mind, and Swooping Strikes perks. Removed the monster type restriction from Staggering Strikes

-Demean: Now gives penalty to resolve for a number of rounds equal to degrees of success

-Dissuade: No longer forces target to attack allies

-Distraction: Makes the target roll one less dice instead of a negative modifier

-Terrifying Presence now causes enemies to suffer -2 to defense

-Added 7 new perks, each one with 5 ranks attached to a different SPECIAL score.

-Slugger: Strength based, gives extra melee penetration

-Marksmanship: Perception based, gives extra ranged penetration

-Tough Guy: Endurance based, gives extra damage threshold

-Deal Maker: Charisma based, gives bonus to combat influence attempts

-Try Again: Intelligence based, gives a chance to redo failed skill tests

-Quick Step: Gives bonus defense when bobbing and weaving

-Good Fortune: Luck based, gives a chance to get luck points back


Backgrounds:

All changes for the removal of the morale system.

-Colonists now gain passive +3 resolve

-Raider’s Dirty Tricks now deals +3 damage against flat-footed targets

-Vault Dweller’s now gain +2 initiative


Traits:

All changes for the removal of the morale system.

-Claustrophobia and Night Person Traits now give or take dice on skill checks

-Gifted changed to as intended: non-violent skills require ½ skill ranks instead of giving 2 per 1 spent


Skills:

Again, mostly changes for the removal of the morale system.

-Combat Influence’s success is no longer based on morale level. Instead it is a flat factor modified by resolve.

-Demoralize combat influence now prohibits the target from using luck points or combat behaviors

-Leadership Rally actions now give a bonus to resolve

-Added DCs instead of difficulty levels to skills (for better readability)


Small Creatures:

Small creatures were surprisingly tough for low level characters, namely being too hard to kill. The following changes are being implemented.

-Tiny-size bonus to defense reduced from +6 to +4.

-Tiny-size hit points changed: 10 base heroic, 5 base nonheroic, 0+END per rank of Durability

-Small-size hit points changed: 20 base heroic, 10 base nonheroic, 2+END per rank of Durability


Categories: None

Post a Comment

Oops!

Oops, you forgot something.

Oops!

The words you entered did not match the given text. Please try again.

You must be a member to comment on this page. Sign In or Register

0 Comments