NEW Fallout Tabletop RPG - Fallout d40

Hi, here is the introduction to the game that was originally posted on Reddit. I hope the formatting comes through alright. Thank you!

Hello!

This is a pen and paper roleplaying game I created based on Fallout. This is a complete, first edition Player's Handbook with its' own unique ruleset - a ruleset that will be instantly recognizable to anyone who has played Dungeons and Dragons. I have been working on it for some time and I feel it is finally ready to be released. The game is also called Fallout d40 as in addition to the normal dice sizes that D&D uses, this game also utilizes the d24, d30 and d40 (suggested links on where to obtain these are included below). In a nutshell, you start off by rolling the d20 for your attack rolls the same as D&D but at a certain level you can select a perk that allows you to use the d24 for your attack rolls instead, then at a later level you can use the d30 and then finally the d40. Explosive attacks can only reach the d24 at most for their attack rolls. These dice have also been incorporated into other rolls in the game such as damage and recovering HP in certain instances. Armor Class ranges have also been greatly extended with a character that has base 5 in their stats wearing the most powerful armor listed (Enclave Hellfire Power Armor with matching Helmet) would have AC 38. I also recommend using a Bag-O-Dice or Pound-O-Dice as there are lots of dice that need to be rolled at times. Although this may seem a little wild, balance is the #1 most important aspect to me in designing a game and I have done my best to make it so.

Custom character sheets, 6 in total (Character Front, Character Back, Weapons, Armor, Chems and Perks) are included in the rulebook (pgs. 10-15). I had to set their size to 97% when printing to get them to print properly but it may have just been the printer I was using.

The rulebook as well the individual character sheets can be downloaded from the link below. Currently the website states they will only be available for 2 days. Sorry if this is a terrible way to distribute it, I'm not familiar with hosting files. I am also distributing it as a torrent through Pirate's Bay, link is also below. The torrent includes the rulebook, the character sheets as well as a copy of this post. I will try to seed it as often as I can. If you like the game and are able to seed, host or otherwise distribute it please do so!

As mentioned in the rulebook, I am looking for as much honest, critical feedback on this project as possible and I also very much would like to hear stories and recaps from your sessions if you try the game out. Questions, critiques, reviews, recaps and comments of all kind can be sent to me at Falloutd40@gmail.com.

I hope you enjoy the game and have fun playing it. Let me know what you think. Thank you!

-Chris

Links


Player's Handbook & Character Sheets: https://volafile.org/r/ea88mc5r

Pirate's Bay: https://thepiratebay.org/ The full name of the file is "NEW Fallout Tabletop RPG - Fallout d40"

Shapeways: https://www.shapeways.com Great site for obtaining dice. There are several options to choose from, the three specific products I recommend for each size are:

D24: https://www.shapeways.com/product/8UQ79HNWE/d24-sphere-dice?optionId=43323674 "D24 Sphere Dice" by The Magic Shop. Black, Strong & Flexible. $9.49

D30: https://www.shapeways.com/product/NCTBVRG2D/dx-d30?optionId=57288886 "Dx - D30" by PropModule, Black, Strong & Flexible. $14.99. This is hollow which can be a little weird but is very functional.

D40: https://www.shapeways.com/product/JL5AT8X7T/solid-d40?optionId=2161020 "Solid D40" by PropModule, Black, Strong & Flexible. $11.99.

These dice come in black and can be painted to be any color you desire. I have never painted before (at least not since middle school) and I was very easily able to paint these as someone at my local hobby shop showed me a technique. You want to apply the lightest brush strokes (I hope that's the right term) so that the paint only touches the top of the dice and doesn’t seep into the cut out numbers. This way the black numbers stick out no matter which color you paint it. I was able to paint the three dice in about 1-2 hours with most of that time waiting for the paint to dry so I could cover the rest. They are fully usable right out the box and the numbers are visible but they can be a little difficult to see.

I've also found d24s and d30s at different hobby shops as well. The d30s were heavy and I felt like I was going to break the table with each roll but otherwise they were just like a d20. The d24s I found were cool looking but always show 2 numbers, with one number on top and one number underneath it. As long as you don't find it too off putting, they are good to use as well.
 
This sounds really interesting, very close to what we were going for here.
I'll read into your game mechanics, although I can already tell that personally I'm not too fond of using such custom dice.
But as far as I can tell so far you did a really good job there!
 
Thank you! Yes, please let me know. From looking at the various fallout PnP games out there, it seems we're all beating around the same bush where we want a simpler combat system, a way to roleplay characters like we would in the original fallout or new vegas settings and a ruleset that belongs uniquely to fallout. I've tried to do that here and I hope it scratches the itch. The game should also allow for good support characters like doctors and merchants without crippling them in combat.

I'm working on getting internet set up at my new place and then I'll see about getting the files hosted permanently somewhere.
 
The way it uses SPECIAL is definitely a nice touch, and the general roleplaying depth is definitely there. I'm just not too fond of using d40 or whatever, which is why I kinda like a modified GURPS.
 
So I've done a quick read through this system. Here are my initial thoughts:

As Hass said, the way you used SPECIAL is phenomenal. You clearly have done a lot of research in to how it is used in game, and adapted it to be more usable in tabletop scenarios.

One thing that confuses me however, is why Barter and Speech are included as part of Charisma, instead of being treated as skills. I mean, I'm guessing it had something to do with wanting to make Charisma a more powerful stat, but I'm sure there are other ways to do this. To me it just seems like this allows less customisation in how much focus your character does on Bartering VS Talking.

I also noticed that the skill system takes all of it's inspiration from New Vegas. Not saying this is a bad thing in itself, New Vegas did handle skills well, but personally I'd argue that more could be borrowed from 1 and 2. I mean, this is more personal preference than anything, but I personally preferred how in 1 and 2 skills were tied to multiple stats rather than just being governed by one, and think for a tabletop game this could be a good way to flesh out characters more. For Example: Unarmed could be tied to both Strength and Endurance rather than just Endurance.

I would also personally make SPECIAL a lot more tied in to skills. I always thought that SPECIAL only really having an impact

Also, I may be wrong here, but from a quick look, barter looks a little overpowered. I mean, it seems like something that should definitely be useful, but it looks like a maxed out Barter would allow you to buy otherwise valuable items for next to nothing.

That being said, combat skills appear to be handled incredibly well, and it looks like you have an incredibly balanced combat system.
 
This is some decent work... I am really interested! But i am solemnly opposite to utilizing custom dice like 24, 30 and 40... i really think you should rework it :ok:
And i don't get why people stick to Fallout's percentage check/skill system... Working on 3 digit numbers is complicated, i think. It would push players out of the games atmosphere and turn them into calculators.
The way i see PnP is to simplify things which computer did, so that people can do it, by making the effort maybe as low as the computer. But percentage system? :seriouslyno:
I like how you handled things like it is done in D&D, though, those are nice touches :D!
 
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One thing that confuses me however, is why Barter and Speech are included as part of Charisma, instead of being treated as skills. I mean, I'm guessing it had something to do with wanting to make Charisma a more powerful stat, but I'm sure there are other ways to do this. To me it just seems like this allows less customisation in how much focus your character does on Bartering VS Talking.

Yes, you're right for the reason I did it. I couldn't think of anything else to give charisma so I settled on it giving a big bonus to those skills as opposed to the small bonus stats usually give to your skills. They still function as skills so you could put skill points into one and not the other to represent your character but its a punishing swing either way if you raise or lower charisma.

I also noticed that the skill system takes all of it's inspiration from New Vegas. Not saying this is a bad thing in itself, New Vegas did handle skills well, but personally I'd argue that more could be borrowed from 1 and 2.

I can agree with this. The New Vegas skills cover things well and hit the high notes but you do lose some nuance. Some of the skills in fallout 1 and 2 either lose importance as time goes on or are really limited and I wanted each skill in the game to be valuable but it does result in less nuanced choices.

Also, I may be wrong here, but from a quick look, barter looks a little overpowered. I mean, it seems like something that should definitely be useful, but it looks like a maxed out Barter would allow you to buy otherwise valuable items for next to nothing.

If a high barter person buys from a low barter person yes but if they're of equal skill then it results in the listed or base cost. The valuable stuff would prob be sold by tough negotiators (80 or above in Barter) so it shoudn't be too bad of a discount if any. If a high barter person buys from a low barter person tho, they can fleece them.

As for the d24, d30 and d40, part of the challenge for me when I started making the game was to see if I could work new dice into the system and would it add anything, be balanced, etc. I think it works here and helps give respect to armor, power armor in particular in that good armor is even harder for a low level character to overcome than a high level character. I do see it as an obstacle to just picking up the game and trying it tho. I'm hoping the links to the dice above will encourage people to add them to their collection.
 
@Althalus Could you reupload the files?, I didn't realise they'd dissapear after 2 days, and didn't get a chance to download all of them.
 
https://falloutd40.wixsite.com/mainpage

Hey Everyone, just letting you know I created a wix website to host the files. The site can be reached at the link above and the files can be downloaded there. Hack, would you be able to put this at the top of the thread? Thank you!

Also added an errata. For anyone scratching their heads at why in the intro I said the most powerful armor with helmet would give AC 38 to a base 5 character when in the rulebook it looks like it would give AC 40, I forgot to add in the rulebook that all power armor should give -2 Agility. Added that to the errata as well as changed some things that gave a % mod to damage to just whole numbers.
 
Cool. Now I just need to find friends to play with, and someone who knows how to set this stuff up.
 
I wanted to let people know that I am putting out a preview of the next edition of my homebrew Fallout tabletop RPG Fallout d40. It is posted on the website above. Although I normally don't like releasing anything until it's finished, the above rework to the game is unlikely to change much between now and the final release and there are some other projects that are pulling me away right now. At this point I am down to the nitty-gritty of reworking/creating stats for all things in the game as well as reworking the perks and combat section. However, the above is a pretty complete look at all other aspects of the game including full character creation. Combining this with the stats in the original version and with a little tinkering by a DM, you should be able to create characters and utilize the new rules including calculating all movement in feet and inches rather than squares.

I took some of the feedback I got here and worked it in such as Jogre's suggestion to have 2 SPECIAL stats tied to each skill rather than one. The homebrew Fallout tabletop community is strong which is very good and feel free to use any part of this or the original in your own tabletop creations.

Just wanted to get it out there for people who might be interested. Thank you!
 
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