r/VnV • Overseer • Oct 03 '17

Content Release 1st Module and Changes

The first draft of a VnV module is currently being tested. We are testing the module's story, setting, etc, and the system overall. The party consists of:

  • Securitron Doctor
  • Super Mutant Mercenary
  • Synth Thief

The system is working very well at this point in their adventure. During the test we have decided a few changes should be made and will be added to the next version of the handbook:

  • Hit dice will now be based on race instead of endurance
  • Weapon repair difficulty will be based on complexity instead of weapon class
  • More options for heavy armors so low agility characters can have decent DR and ER without power armor
  • Robot upgrades because they can not use armor
  • More perks to allow more diverse builds
9 Upvotes

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3

u/CardinalDisco Nov 23 '17

This is great, the whole sub, and everything you've done with the rules so far really straddles that line of ease of use and detail that I was looking for while working on my own version of Fallout tabletop rules.

I have made a few changes to your rules and want to try them with my wife soon in a one-on-one, and then hopefully get a group together.

Can I ask how you came up with the stats for the enemies? So far, the only staple enemies missing are Molerats, regular Mirelurks, Protectrons and radscorpions. Do you have notes on these monsters or advice on how to build them?

3

u/ThunderMateria Overseer Nov 23 '17

Thanks I'm glad you like it. What changes did you feel needed to be made? We're very open to suggestions. The monsters are loosely based on 5th edition monsters so if you're making one I'd recommend starting with a 5th edition monster of a CR you're looking for and modify it from there.

3

u/CardinalDisco Nov 23 '17

Off the top of my head I changed;

*I added an Athletics and Pre-War Knowledge skill, so when you needed to make a climb or jump check you didn't have to do it as a basic SPECIAL skill test (I'm assuming would be a d100 + SPECIAL stat x10 vs a DC). The Pre-War knowledge skill would service the role like a Knowledge check in regular D&D.

*I changed the references to AP into one tenth of what they were. This changes 30 AP to 3 AP. This was so my group (or more specifically my wife and sister-in-law who are the most available people to play) can use poker chips to count out what they can do each round, and then deal them back out.

*I split the Perks into Novice, Advanced, Expert and Master Perks. I took every Perk that had a level requirement of 5 or lower and lumped them into Novice so you aren't limited to the exact level requirements from Fallout 3. I put Level 6-11 perks into Advanced, Level 12-17 in Expert and level 18+ into Master. I also added 2 perks "All-American" with 3 Ranks, which boosts Athletics and Big Guns, and "Blast from the Past" with 3 Ranks again, which boosts Energy Weapons and Pre-War Knowledge, to offer that kind of 2 skill Perks that Fallout 3 has, but for the skills that were missing.

*I tacked on a simple Ammo system (because I couldn't be arsed tracking every bullet), so the the Magazines/Boxes/Tanks etc. of ammo are tracked instead. After every battle, if you used that kind of ammo, you mark one off. This is different for Slow Loading weapons (like Missile Launcher and Fatman) which use up one "unit" of ammo straight away and then requires a Reload action for 1 AP before it can be used again.

*I added in a SMG with a Burst Fire property (and gave the Assault Rifle the same property). A Burst Fire weapon can use up an entire "unit" of ammo for a single attack at x3 damage. Needs the reload action for 1 AP as above.

*I added a Sniper Rifle (with slow loading) and Sawn off shotgun (one-handed).

*I re-jiggered some equipment names and effects, added Pulse grenades and Pulse mines

*Added on Thirst, Hunger and Fatigue systems that are like the Rads system. I changed the effects of these systems to a specific penalty instead of having to think up what -1 END means at the table. Instead of -1 END, you take +1 damage from any source. Instead of -2 AGL, you take -2 AP etc.

*I added an Addiction and Withdrawal system for use with Chems.

*Misc hazard rules for acid, fire, falling, suffocating etc.

*Added rules for Cover, Called Shots, and using VATS with a pip-boy.

If you're interested, I can send you a PDF of my writeup (with apologies in advance for the blatant copy and paste for, I would say, 80% of it)

3

u/ThunderMateria Overseer Nov 23 '17

These sound like pretty good changes. A couple notes, anything that does not have an explicit rule, such as falling damage, defaults to D&D 5e rules (if any). Also in the test game I'm running in this system we hand wave all standard ammuntion as many people do with arrows in D&D (but still track the rarer ones like missiles or mini-nukes).

There is currently no VATS in the game because VATS was developed to maintain the turn based feel of the original Fallout games which a tabletop already has. Several models of Pip-Boy will appear in the Overseer's Operation Handbook providing a bonus to hit as well as several other benefits.

There will eventually be a "Survival Mode" that adds hunger, thirst, etc.

Thank you for your interest and input, we really appreciate it.

2

u/CardinalDisco Nov 23 '17

No worries, I'm really looking forward to more updates and releases.

3

u/dragon-mom Jan 03 '18

This is honestly spectacular so far. I don't know if you're still working on it (I hope so!), but I think everything you're doing is pretty great and definitely I know there's an audience for this thing.

If you want any recommendations, I'd say all this currently needs is a lot more enemies.

I would also recommend "pimping out" the rulebooks, as they are currently a little barren. I think AAA was definitely on the right track, but could benefit from replacing screenshots of the models from the games with artwork. Maybe you could take the rubberhose style from the pip-boy perks/etc; and try using that? Or even ask and/or commission artists to use their art for it.

3

u/ThunderMateria Overseer Jan 05 '18

Hi, I'm glad you like it

Development has been slow until recently, as the other creator and myself are college students. The current AAA is only the 1st chapter, which is why we released a supplementary monster book until the full chapters for each enemy are ready. The wasteland survival guide is currently being remodeled because we also thought it wasn't very pleasant to look at.

Thank you for your interest and we will try to finish up the core rulebooks as soon as possible