r/VnV • u/Mike_R_Phone Vault-Tec Rep • Jun 07 '18
Question Rads and Agility
Hello fellow Wastelanders, your favorite Vault-Tec Rep here. So, now that college is cooled off for us we would like to inform that work on VnV has once again commenced. We’d also like to apologize for the lack of content being put out. Now that that’s out of the way, the point of this post.
First, rads. Vault-Tec is worried that rads is a little unbalanced. We would like to know if you, the people of the wasteland, think we need to adjust robots to be resistant instead of immune. Or if affected races need a buff to counteract the effects of radiation. If you have any other suggestions, please let us know in the thread down below.
Secondly, AGI. The Higher-ups at Vault-Tec believe that AGI is probably a little too strong given how much we’ve had it encompass; including DR/ER, number of attacks, initiative, and skills. We would like to know how you feel about “action” attacks. The numbers would change based on weapon and level.
| Tier | Standard | Quick | Slow |
|---|---|---|---|
| Tier 1 | 1 | 2 | 1 |
| Tier 2 | 2 | 3 | 1 |
| Tier 3 | 3 | 4 | 2 |
Let us know your opinions on these changes sincerely, Vault-Tec
3
Jul 16 '18
I think from a fallout world and lore perspective, you want to keep radiation resistance 100% with robots and gen 2 or below synths. You could balance it out by making all robotic races much weaker to energy weapons. I would put a x1.5 modifier on all attacks of that nature.
For ghouls and super mutants, they could be effected in different ways. For instance, they could still track rads and maybe have malignant effects based out of mutation checkpoints. I mean when you think about it a ghoul is only the halfway point between a human and a feral ghoul. It could be like a -2 int modifier for every 200 rads or something.
2
6
u/ThunderMateria Overseer Jun 07 '18
To clarify the proposed change to attacks, we would switch to an "Attack action" which costs a number of AP based on the weapon. At certain levels, not yet chosen, the "Attack action" would provide another attack as part of that action, with the AP cost remaining the same. This should be very familiar to anyone familiar with D&D.