# Fallout Pnp, Crunchy mechanics

Discussion in 'Fallout PnP (Pen and Paper)' started by E, Oct 1, 2016.

Tags:
1. ### Dr FalloutCenturion

Aug 17, 2015
Random location. If the hit roll is a percentile system () then an easy way to work it out is to swap the results numbers and look at a chart which states where you hit randomly depending on the numbers you get. So if you roll a 54 and hit, swap them around to 45, which could be torso for example.

Is it? I see it as very simple and relatively easy to remember. There are no mathematics to work out if a headshot does 2x damage or that kind of thing. Also, random hit boxes makes combat even more deadlier. You might survive a shot to the arm, but it means you'll end up being crippled easier.

2. ### EIt Wandered In From the Wastes

Nov 14, 2006
PnP NMA RPG version 2
I decided to post this separate instead of overwriting the first post in case we decide to do a roll back

Stats, base skills and a percentile skill system are all taken from the standard fallout character sheet. We have to start somewhere.

Stats

Human range 1-10, 1 is cripplingly bad, 2-3 is noticeably low, 4-6 is average, 7 represents a “career” level in a stat, 8-9 noticeably high, 10 exceptional.

Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck. (At character creation the PC's have 42 points to allocate in stats)

Calculated stats
Sequence (Ax2), Move ((E+A)/2), Base actions ((I+A)/2), Hit points (15+E),
Toughness a.k.a Damage Reduction (1/3 E), Damage bonus a.k.a DB (1/3 S)
Skills
Skills are percentile, with a base of about 4xStat. Small guns for example may have a base of Agility + Intelligence + Perception + Perception. A full write up on skills will come in a separate post.

Rolls
To succeed in a skill roll 2 ten sided dice (D10) use one as the 10's digit and the other as the 1's digit. (alternately use a random number generator) If the roll is less than your skill (plus or minus modifiers) you succeed. Critical Failure happens if you roll 100 or above (90 + Luck). Critical Success happens if you roll under (Luck). Modifiers will be important, generally they will be at the Overseer's discretion but a few examples will be provided as guidelines.

Specialization
Skills can be specialized, to do this at game start subtract 10 from your skill and add 10 to the new specialty. So if you start with Speech at 32 and decide to specialize in “seduction” you change your base speech to 22 and add Seduction 42. *
After character creation Skill points spent on specialties are twice as effective 1 skill point increases a specialty by 2.

Contested Skills
Contested skills, roll against modified skill and compare success margin.
You are trying to sell a box of mystery cans to a shop keeper. You have a Barter of 34 and the shop keeper has Barter 56. The Overseer(GM) rules that it is a bit of a buyers market (-10%) on your roll. The Overseer decides the shop keeper is intimidated by the group (so the shop keeper gets a -20%) you roll 67 vs a target of 24 and the shop keeper rolls a 70 vs a target of 36.
You fail by 43 and the shop keeper fails by 34. A difference of 7 in the shop keepers favor so you accept a lower price.

Alternate contests.
Sneaking for example can be against an opponents Perception stat. If so multiply the stat by 10 for determining a value then treat as a regular contested skill. While on the surface this may not look fair, modifiers have to be taken into account. (sneaking in daylight with no cover in front of someone is difficult)

Combat

Who goes first? Roll 1D10 and add it to your Sequence, (luck may be temporarily spent to up this number, announce before rolling)***

Roll Action points. Roll 1D10 and add it to Base actions**, (again luck may be used, as above)***

Announce actions, (in a general sense) lowest sequence first.

The person with highest sequence acts first, performs an action and reduces their action points by that number. “I draw my 10 mm” The person with the next highest sequence goes next “I move towards cover” until all participants with remaining action points have had a turn. A participant may choose to wait and use their action points later in the round. In cases where two or more participants have the same sequence the action with the lowest AP cost goes first.

Once everyone has depleted their action points the combat round ends, Luck is refreshed and begin again.****

Notes
• It costs 5 Action points to travel your move stat (in meters)
• The use of Luck to increase sequence and action points is optional, but if it is used then luck should have another purpose in play. Possibly a luck point can be temporarily spent to get a +5 modifier on a skill based action in combat, like shooting
• Every one has two weapon slots, a primary and a back up. Using other weapons costs 4 AP to ready them.
Guns and shooting
Gun stats
Class/sub class - What skill do you use to fire the gun. "SG/P" Would be Small guns/Pistol
Accuracy - How much of a bonus does the gun provide to the to hit roll. (this is to do with inherent accuracy not bonuses provided by sights etc)
Size - How big is the gun, Tiny weapons are very easy to hide these represent derringers and the like, Small these are weapons that could conceivably fit in a pistol holster, medium this is larger smgs and carbines, large guns are full sized battle rifles like the ak-47, Huge weapons are machine guns and bazooka sized.
Frequency - How easy is it to find spare parts, a replacement and ammunition. (E)asy, (S)imple, (T)ricky, (H)ard, (I)mpossible. Then note the ammunition, 10mm for example
Shots - How many bullets does it hold
AP/Mode - How many Action points used for a type of firing, e.g. 3/SS, 5/B would be 3 AP for a single shot, 5 AP for a burst.
Range - What are the key ranges? Medium range is the optimal distance the gun was designed to be used at, Maximum. A pipe rifles ranges would be (25,100). The second number is the distance that the weapon has no range modifiers, the third number is the range when a miracle would be required for a hit.
Condition - How well maintained the gun is (E)xcellent, (G)ood, (A)verage, (P)oor, (T)errible.
\$ - Value.
So the 10mm from fallout 1 would be written up like this.
Name, Class, Accuracy, Size, Frequency, Shots, AP/Mode, Range, Condition \$
10mm Pistol , SG/P, 0, Small, Simple 10mm, 12, 5/SS, (12,50), Good, 250
Thoughts on damage a 10mm should do about 10 points of damage on average, multiple ways to calculate it, 10 damage, 3d6 damage, 7+1d6. all these values give average damages between 10 and 10.5, with the margin of success mechanic below the average damage should be reduced to 9 or 8 so 10mm does 8, 3d6-2 or 5+1d6

Shooting a target
So it's your action, you have a gun ready, you have the AP to use it, what happens?
1. Determine the range to your target and any modifiers that apply.
2. Roll under your modified skill to hit. The better the "Margin of Success" (M.O.S) the better the hit. Each 10 full points of success adds 1 to the base damage (?). Use the digits show on the 10 sided dice in reverse (or re-roll if need be) to determine the hit location.
3. The target can attempt to "dive for cover" this is an agility check reduced by the shooter's M.O.S.
4. Reduce the guns base damage by the target's armour's damage reduction(DR). Reduce this number by the targets toughness. Toughness cannot reduce damage to 0, only to 1. (getting a hole in you hurts less if you are big and tough, but it still hurts)
Shooting example
The Ghoul with no name (GWNN) has a pistol skill of 60 and a 10mm (8 base damage for this example) and fires at Ian (agility 7, 20 HP, leather armour DR 3, toughness 2) who is standing on a narrow bridge 10 meters (or yards) away. This is medium range which means an unmodified base roll, the Overseer rules that there are no other modifiers. GWNN rolls an 11, almost but not quite a critical hit, his M.O.S is 49. Looking on the hit location table this is a head shot, poor Ian. Ian tries to dive for cover, the Overseer rules a -10 modifier for Ian's situation. Ian rolls an 87 failing his "dive for cover". So the 10mm round that intersects with Ian's head does 8 base damage + 4 for the GWNN's M.O.S for a total of 12, Ian is not wearing a helmet, Ian has a toughness of 2 reducing the damage to 10, this is doubled to 20 which blows poor Ian's brains out.

Carry Weight
Three levels so lightly armored characters have a benefit, up to strength x 10 no restrictions. Up to strength x 20 base actions stat penalized by half(?). At strength x 40 you are shuffling.

Modifiers
Shooting

• Target is in melee combat with the shooter - 10, -20 with large or bigger guns
• Target is crouching -10
• Target is completely prone -20
• Target is unaware of the shooter +20
Tables
Critical fail

Make a reliability check to see if your gun jams
1, Just a complete miss
2, hit friend
3, hit self
4, drop weapon
5
6
7
8
9
0

Critical hit

1, Gap in armour, treat armour DR as 5 points less
2, Crippling injury, regardless of total damage
3, Bleeder
4, Vital location, double all through damage
5, Target is stunned and loses rest of their APs
6, Target is knocked to the ground
7,
8,
9,
0,

Hit location
1, head, 50/50 chance of hitting non full face helmet, all damage through is doubled.
2, torso
3, torso
4, torso
5, torso
6, arm, odds left, even right, 5 points of damage will incapacitate an arm.
7, arm
8, leg, odds left, even right, 6 points of damage will incapacitate a leg.
9, leg
0, leg

To be worked out
Burst fire
shotguns
reliability rolls

*Optional skill specialization, instead of one specialty at +10 a character may take two specialties at +5

** Better name needed than base actions

***Optional rule, if a 10 is rolled then add 10 to the total and roll again.

****Optional rule, Spend AP in 5 point chunks, this avoids the situation where weapons with a low AP cost end up firing most of their shots at the end of the turn. E.g. a person could choose to fire one 5 AP burst or two 3 AP single shots. Actions that cost more than 5 AP can be performed. So a tiny revolver with a 2 AP cost could be fired 3 times.

Last edited: Oct 8, 2016
3. ### EIt Wandered In From the Wastes

Nov 14, 2006
Skills

Core Skills

1. Small Guns, (A+I+P+P), Specialties; Pistols, SMGs, Rifles, Gauss weapons
2. Big Guns, (S+I+P+P), Specialties; Grenade launchers, Rockets, machine guns
3. Energy Weapons, (A+I+P+P), Specialties; Plasma, Laser, EMP
4. Unarmed, (S+S+A+A), Specialties; Brawling, Wrestling, Martial art
5. Melee, (S+S+A+A), Specialties; Knives, Swords, Blunt
6. Throwing, (S+A+A+P), Specialties; Sharp, Grenades, rocks, bows, crossbows
7. First aid, (I+I+P+P), Specialties; Bandaging, Patient care, medical equipment
8. Doctor, (I+I+I+P), Specialties; Surgery, Diagnosis
10. Lockpick, (I+I+A+P), Specialties; Mechanical, electronic
11. Steal, (P+A+A+A), Specialties; Pickpocket, Swipe, "Putpocket"
12. Traps, (I+I+P+A), Specialties; Explosives, Hunting, spotting
13. Science, (Ix4), Specialties; Computer operation,
14. Repair, (I+I+P+P), Specialties; Mechanical, electronic,
15. Speech, (C+C+C+I), Specialties; Seduction, Acting, Bluff
16. Barter, (C+C+I+P), Specialties; Value, Haggle,
17. Gambling, (L+L+I+C), Specialties; By type (Poker, craps, etc)
18. Outdoorsman, (E+I+I+P), Specialties; Navigation, Hunting,
The specialties are by no means complete, they are mainly indicative and optional.

Random encounter mechanic
When encountering another group while traveling the wasteland a contest of outdoor skills will determine who has the drop on who.
Edit
There are a few skills that don't quite fit in the list, driving and piloting leap to mind. We can either leave these as special one off skills or add a couple of new catagories

Last edited: Oct 9, 2016
• [Like] x 1
4. ### EIt Wandered In From the Wastes

Nov 14, 2006
Just had an idea how to make shotguns work in this system.
Shotguns have a low base damage, say 2 or 3 and a high accuracy say +20(or medium range) so that when conditions are good it is easy to get big damage, but it is also easy to get some damage on hard to hit targets.

5. ### Dr FalloutCenturion

Aug 17, 2015
Ooh, I really like this. While I'm doing my own version which is a LOT simpler and made for really quick sessions, I do like where this is going.

6. ### EIt Wandered In From the Wastes

Nov 14, 2006
Burst fire
The simplest way to deal with burst fire is to ignore it. But no suit of powered armour is complete without a mini gun.

There are a few ways of doing it
1. Add the increased effects to the individual weapon entries, this adds a lot of looking up details.
2. Map related. How many bullets over how many meters and then resist with agility checks.
3. Depending on the number of bullets in the burst increase the damage bonus for the m.o.s.
4. Another option
Personally I think option 3 looks like the best. None of these really cover suppressing fire or spray and pray very well though.

Edit
Option 3 in detail. 3 round burst means every 10 m.o.s adds 2 to damage. 10 round burst means every 10 m.o.s adds 3 to damage. Or something similar.

Last edited: Oct 8, 2016
7. ### EIt Wandered In From the Wastes

Nov 14, 2006
Melee combat.
Again a few ways to do this
1. Wack em', roll vs melee or unarmed and if not dodged apply damage.
2. Complicated Wack em', as above but add in various modifiers.
3. Blow by blow, thrusts and swings etc. Each has a benefit, would work best with more active defences (dodge, parry, etc)
4. Contest of skills. The attacker uses melee, unarmed or in the case of critters (agility x 10). The defender rolls against agility, melee or unarmed to defend depending on circumstances.
5. Another option
I like option 4, while it is more complicated than options 1 or 2 it does use essentially the basic skill mechanic. It is slightly abstract, how much damage do I cause in a turn rather than how much damage do I do in a hit.

Edit
Thoughts on option 4
The attacker's damage is weapon + Strength bonus + m.o.s bonus, if the defender wins they just do m.o.s. bonus in damage. The defender can always choose to dive for cover.

Last edited: Oct 9, 2016
8. ### Dr FalloutCenturion

Aug 17, 2015
Here's my idea on it.
Person A rolls to hit and attack their opponent. Opponent can decide either to dodge or parry. Parry takes away all the close combat damage AND doesn't leave you weakened or unable to attack properly however it has limited usage. In my system (which I promise to write out), all weapons, all cover and all armour is divided into light, medium and heavy (guns have the addition of super heavy) where medium over light, and heavy over medium. So parrying can only be done if the attacker has a weapon that is equal or lower in rating. So say Billy has a rapier and attacks Jim who has a tire iron. Both of these weapons are light (Fallout has some really ace close combat weapons, so medium weapons are two handed swords, axes, flails, etc while heavy are things like powerfists and power weapons) meaning that both can parry.

For character creation each person picks two traits and a background, the background providing a special ability, passive ability and choice of starting equipment. I'm making a fencer background which has the ability of making a riposte if he succeeds a parry. Basically he makes an attack which can be parried following the same rules. He can only do this with light weapons. Also, that means if two skilled fencers are facing each other they can reach a stalemate, where they parry, counter attack, parry, counter attack like in those Swashbuckling movies.

Finally, I'm not forcing this, but in my system I'm planning on getting rid of hit points and using the Traveller system which I really like. Basically, damage is taken against your physical characteristics (Strength, Endurance, Dexterity) which creates a brilliantly smooth system of showing battle fatigue and injury. Healing is also simplified as merely bringing your characteristics up, and combat is no longer a linear affair where you face an equally skilled opponent till the very last hit point. Now, they become weaker and weaker making the beginning of the combat more dangerous and rewarding.

• [Like] x 2
9. ### EIt Wandered In From the Wastes

Nov 14, 2006
Just a few quick thoughts, I'm away from a proper keyboard.
Stunning
• Short term stun, removes someone's remaining action points
• Endurance check to resist being stunned if hit by a cattle prod etc.
• Bigger stun attacks knock people out.
Might lose the rarity stat from the weapons or make it optional..... very handy for the mad max feel though. 5 bullets for gun A, 12 for gun B, 3 for guns C and D kind of thing.

I do like the stats for hit points idea, you would have to have it in mind from the start though. It strikes me as a good way to model hunger, radiation poisoning and dehydration.

10. ### Dr FalloutCenturion

Aug 17, 2015
Hey by the way, you might want to look into the Fallout PnP system, the most loyal pen and paper RPG to the Fallout rules. Not only is it almost the exact same but it actually works pretty well.

11. ### EIt Wandered In From the Wastes

Nov 14, 2006
I'm fairly sure I've got a copy . . . . Somewhere.

12. ### Dr FalloutCenturion

Aug 17, 2015
Yeah, I feel like trying to stay true to SPECIAL or percentile dice is an already done niche.

13. ### EIt Wandered In From the Wastes

Nov 14, 2006
That's a fair statement but browsing the posts in this section seemed to indicate a fair number of people wanting to have special as the start point. Working off that theory I found a picture of the Fallout character sheet and started from there. Hence special, derived stats and the skill sheet.

14. ### Dr FalloutCenturion

Aug 17, 2015
Fair enough, I guess Fallout isn't Fallout without SPECIAL.

Though I'd like to see a totally original system based on Fallout. It's possible, and I think after Fallout 4... SPECIAL doesn't make everything.

15. ### EIt Wandered In From the Wastes

Nov 14, 2006
Personally I think having special as the stats is on some levels just decoration, thinking about the various systems out there the memorable features of each aren't the names of the stats they are more the general feel of the mechanics. While that may sound a bit wishy washy to me the memorable part of shadowrun was how easy it was to run a smooth john woo style gun fight with huge trolls, phys-adds, cybersamurai and mages. Cyberpunk had quick and lethal fights, gurps had don't slip up melee fights and solid rules for everything at the cost of having many pages. Each system's strength is not really tied to the stats. Any way I digress. If I am successful I want a streamlined, lethal combat system and a simple flexible skill system for most other things. Environmental factors and character creation I am still undecided on.

Edit
Is it possible to do tables on this forum?

Last edited: Oct 9, 2016
• [Like] x 1
16. ### Dr FalloutCenturion

Aug 17, 2015
If you're not having leveling just take my idea of two traits (hardly original) and a background. Course, this works best if there are no level ups.

Jan 7, 2016
@Arnust we got risposte king over here..another new meta

18. ### Dr FalloutCenturion

Aug 17, 2015

What do you mean?

19. ### ArnustMaybe you've seen it, maybe, in a dream...

Feb 2, 2016
IKR
Don't worry she ain't insulting you. I think. It's probably that the parrying system you suggest works a lot like the one in Souls games (or real fencing, you never know with @eissa), excluding the fact that it's based in the weapon size/weight (which is an excellent idea imo).
And riposting is a bit like Dark Souls' quickscopes meta-wise (although they are a proper mechanic)
And about the meta part, as well as most online games with PvP action like MOBAs, it's a recurring joke to call things "the new meta", be it funny, dumb, looks cool or is actually useful.

• [Like] x 2
20. ### EIt Wandered In From the Wastes

Nov 14, 2006
Perks and traits are a fallouty mechanic so I presume most people will want them. Personally I would not have levels but some people may want them, they also tie in with some perks and traits. . . .
Backgrounds
I think this would work, maybe toned down a bit from your version though. It fits with fallout quite well fallout 1 had vault dweller as the background, fallout 2 had tribal as the background and so on.