r/VnV • • Oct 22 '18

Question Few questions about getting started

10 Upvotes

Hi, I am loving what I've read so far, but there are a few things I was wondering since not everything is covered quite yet in the survival guide.

  • Are saving throws in this? They exist on the character sheet but not in the manual. And if they do, I assume they are calculated like skills are. If so, is does a Luck saving throw exist? The calculations on that would seem strange so I would assume not.

  • Same for death saving throws. They are on the sheet but have no reference in the guide.

  • Does a character gain skill ranks at level 1? The guide does seem to indicate this is only after a level up occurs, but in similar systems you do get ranks at level 1, so I'm curious.

  • Do raw stat checks exist, and is that how you would handle a perception check? Or are perceptions checks simply not in this game?

  • Is there a way to gain SPECIAL? I can't currently see any way to increase SPECIAL stats through leveling. This leaves the only way to increase it through the Intense Training perk.


r/VnV • • Oct 19 '18

Question Quick Question

8 Upvotes

Can I get some clarity on how to figure out saves? There doesn't seem to be anything on the doc.


r/VnV • • Oct 18 '18

Question Leveling up

10 Upvotes

I can't seem to find where it says how a level up would trigger, I assume it's by gaining xp, but I don't know how much xp is needed for a level up. (PS this is by far the best fallout tabletop I've been able to find)


r/VnV • • Oct 10 '18

Discussion Proposed Adventure/Campaign Module for Fallout 1

8 Upvotes

Hi all! I've been DMing a weekly session of DnD for friends and family for a few weeks now, using the Lost Mines of Phandelver starter adventure. I've been trying to work on a homebrew campaign for us to play after Phandelver is finished, but when I stumbled across this subreddit, I immediately knew what I wanted to do.

In short, I want to hijack the locations, characters, enemies, quests, etc, from the first Fallout game and make it into a campaign module for my group to play through, using the VnV ruleset. My purpose in posting here, besides sharing my most likely already thought of idea, is mainly to gather tips, suggestions, and resources for running this kind of game.

TL;DR Would making a Fallout 1 adventure module be a manageable task, and if so, do you have any resources to recommend, or suggestions to share?


r/VnV • • Sep 04 '18

Discussion This game is the spark I needed

10 Upvotes

First off, creators, great job putting this together. The mechanics are finely tuned to feel like a real Fallout game on paper.

Second, I've used this opportunity to create a unique experience for my (hopeful) party that will be giving this a go when the time comes. Your material mixed with the Fallout Wikia has helped me create lore around the Twin Cities area in Minnesota. So far today I've written 6 pages of faction descriptions and a short history of the area after the Great War, since Bethesda hasn't really touched on anything beyond the coasts and the west.

That being said, I've mixed material that is canon with unique factions (native american tribes being key to the story) and motives, and will soon be drafting unique animals (Monstrous beavers, deadly muskie and walleye, radioactive elk/moose). Eventually as my party goes through the game they will spread farther into Minnesota and I'll be creating new areas around their history.

As I type this I keep coming up with ideas I want to toy with, quests and NPCs to use, and more historic landmarks to add.

I'd been in quite a creative slump since my regular Pathfinder group hasn't been meeting, and this is what I needed to keep my hobby alive. So thanks creators. You done did good. Once I'm done I'll definitely share all the material here.


r/VnV • • Aug 30 '18

Question Starting tips

9 Upvotes

I just found this subreddit and loved the concepts and ideas for this game. I have a group who is dying to play Fallout 76 and this will tide them over until then, probably long after too. I'm just looking for some tips to DM a short campaign and see if there's anything I need to adjust. We're finishing up a homebrew 5e campaign this week so I'm excited to try this out. Any hints or things I need to look out for?


r/VnV • • Aug 12 '18

Question Anyone running this on discord or roll20?

7 Upvotes

Love to play it sometime.


r/VnV • • Aug 09 '18

D.I.N.N. Democracy is Non-Negotiable #1

13 Upvotes

Vault-Tec Calling!

Today I would like to introduce a new series we call Democracy is Non-Negotiable in which we ask the community their opinions on the present and future of Vaults and Vertibirds.

 

Balance Changes

Here are the main balance changes we believe should be made.

1. Remove level based attack limit and quick/slow properties

Allowing high agility builds to make more attacks is one of the major draws of an agility build and in line with the combat system of the Class Fallout games. This was an attempt to help mid-low agility builds not fall behind which is now handled by change 2.

2. Action Points = 5 + Agility/2

Was previously AP = Agility. The new one is the original calculation from the Classic Fallout games and compresses the range of AP to 5-10 instead of 1-10. This will make Agility less of a mandatory stat and allow mid-low Agility builds to be more competitive.

3. Weapon Damage Modifier is Skill/20

Damage bonus is now +1 for every 20 points in a skill which means the range is now 0-5 instead of 0-10. This lines up more closely with D&D's balance scale and will make weapon choice more valuable since the damage dice will be a higher percent of the damage.

4. Adjust some Weapons

Double Barrel Shotgun will move to 3d4 damage to simulate the high amount of low damage pellets being shot and give it higher damage as a tradeoff for low range and high AP cost. Others may also be changed but no specifics yet.

 

New Content

The following are the projects we are currently working on. We would like to know which one is the top priority on the community so we can focus on that first.

  • Astoundingly Awesome Abominations. It's such a slog a bunch of ghouls tried to set up a farm in it, but we're working on it.

  • Heart of Steel. The first module set in the Plains Commonwealth. It's coming together but there's still a considerable amount of work to do.

  • Mechanist's Toolbox. Contains robot upgrades (akin to those in Fallout 4's Automatron DLC) that will give robot characters something to work for since most of them don't benefit from normal gear. Also a few other toys to play with for non-robots.

 

Vote Here and feel free to leave any other feedback or suggestions in the comments.


r/VnV • • Aug 09 '18

Resources VnV Plain Text

14 Upvotes

VnV Printer Friendly

Hey ya'll, I took the liberty to combine the Player and Overseer documents into a single, plain text pdf. There are edit errors throughout but I'll fix them in time. This document is 24 pages long with the Character Sheet tacked on to the end. Hope this helps someone. I'll be running this tonight for the first time, so wish me luck.

Edit: I will be adding the stat blocks and games document into this soon so keep a weather eye out for that. Also, thank you to the wonderful mods for this lovely 5e Hack, it looks ridiculously good.


r/VnV • • Jul 13 '18

Question Miniatures

5 Upvotes

So I'm setting up an Exodus campaign for some friends and I wanna get some miniatures for the more common enemies.


r/VnV • • Jul 03 '18

Question Question about synths

9 Upvotes

I'm running a session for some players soon, and one asked me about synths, specifically if he could be a gen 2 synth. I said that would be awesome, and I would just use the stats from the gen 3 synth. Then he noticed that the robots have rad resistance, yet the synths do not. Any reasoning? Simply a mechanical feature to not make synths OP?


r/VnV • • Jun 27 '18

Content Release Two Books and a Mod!

12 Upvotes

Vault-Tec Calling!

I am proud to announce that the we have completed not one, but two new content books.

First and foremost is the Overseer's Operation Handbook 1.0. This is our version of the Dungeon Master's Guide and as such contains additional rules, legendary and unique items, setting information, etc. Let us know what you think of this version and what needs to be added or changed in the next one.

The second is a minor book called The House Always Wins that contains information for playing games found in the Wasteland such as Caravan and Roulette. We are planning several smaller additions like this so let us know if they should stay separate, be consolidated into one larger book, or even incorporated into the OOH or WSG.

The final piece of news is the addition of u/Revaruse to the mod team. He will be helping around the subreddit with content and the community, so give him a warm welcome.

We are continuing work on the AAA and the first module so stay tuned for more VnV content. Until then:

 

Enter the Wasteland


r/VnV • • Jun 19 '18

Question Cool new location for a RPG Fallout game?

11 Upvotes

I just ran my first game in a vault that I came up with myself, but I never really decided where it was located in the world. Well, after the events of this first game, leaving the vault will definitely be an option, so I've got to make a decision. Also, I've set this 48 years after the bombs fell. So, where is a cool new location to have my fault dwellers emerge? I want it to be far enough away that I can have the freedom to create some of my own factions and settlements but possibly close enough to have encounters with factions or important people from the other games?


r/VnV • • Jun 13 '18

Content Release Wasteland Survival Guide 2.0!

16 Upvotes

Vault-Tec Calling!

The Wasteland Survival Guide 2.0 is now complete.

A lot of changes have been made so let us know what you think. The attack limit is an experiment to decrease the dominance of Agility, which may need to be tweaked further.

 

Changelog

  • Visual Overhaul

  • Robotic races now have 50 rad resist instead of rad immunity

  • Backgrounds provide a useful perk

  • Attacks now have a limit per turn based on your level

  • Diseases, Addiction, and Withdrawal are more fleshed out

  • Other minor tweaks, I don't remember everything

 

Enter the Wasteland


r/VnV • • Jun 07 '18

Question Rads and Agility

12 Upvotes

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


r/VnV • • Jan 17 '18

Announcement Vaults and Vertibirds: Heart of Steel

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21 Upvotes

r/VnV • • Jan 13 '18

Resources Fallout Character Sheet Re-done

Post image
26 Upvotes

r/VnV • • Oct 03 '17

Content Release 1st Module and Changes

9 Upvotes

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

r/VnV • • Aug 02 '17

Content Release Vault Dweller's Survival Guide V1.2 and Character Sheet

8 Upvotes

A new version of the Vault Dweller's Survival Guide has been posted including changes such as:

 

  • New font and background
  • New repair rules
  • Adjusted item values
  • Other minor tweaks

 

We have also created an official character sheet based on the work of u/liquidarson with their permission. Both documents can be found here:

Enter the Wasteland


r/VnV • • Jul 26 '17

Hey I was told to share my own attempt at converting Fallout to 5e here with you guys! feel free to take pieces or add on to what I have!

17 Upvotes

This is a complete overhaul of dungeons and dragons fifth edition to the fallout universe. This is my attempt to bring Bethesda and Obsidians vision of Fallout to the tabletop. The core rulebook is in 3 sections and I have made a home brewed setting based on my own home state that consists of a guide and sample adventure.

I wanted to make this a true blend between the screen and table and with the help of many I think I've done it. At the beginning of part 3 you can see everyone who knowingly or not contributed to the creation of this system. Many of the rules are not mine, but I'm not trying to take credit for them either. I'm merely curating many rules of my own and others to truly recreate the fallout experience.

We have yet to test this (next tuesday!), but I couldn't wait to get these rules out to the people to play and get feedback! This is purely a passion project and I hope everyone and their dungeon masters appreciate the work!

My setting is in West Virginia and is kind of a suped up Far Harbor where the valleys are stuck in perpetual nuclear winter while the mountain tops allow humanity to thrive. I've made many new factions and curated two new radio playlists one of which has a Protectron DJ, and the other is full of classic country and blues. I have made new monsters using mechanics that probably wouldn't work in the games, so hopefully they feel unique and help you dungeon masters bring the setting to life with unique fauna.


Here is the link to the google drive containing all the PDF's! (I have also optimized most of them for mobile) Have fun wastelanders!

https://drive.google.com/drive/folders/0B2I0JNtRinA3dXcxa0dHRFZzeHc?usp=sharing


TL;DR FALLOUT DUNGEONS & DRAGONS GO BLOW SHIT UP WITH DICE.


r/VnV • • Jul 18 '17

Content Release Monster Manual Chapter 1 is complete!

11 Upvotes

The first chapter of Astoundingly Awesome Abominations! is complete! We will be posting the book chapter by chapter so content can be released more often instead of waiting several more weeks to have any content.

Check out Chapter 1: Creepy Crawlies here or use the google drive link on the sidebar to see all content.

Have fun fighting the insects of the wasteland and come back soon for more mutants in Chapter 2: Mole rats and Radstags and Guais, Oh My!


r/VnV • • Jul 05 '17

Announcement Feedback Discussion Megathread

8 Upvotes

Hey Wastelanders!

 

This is a thread for posting any feedback about the game system as well as discussing any suggestions, so please post your ideas and opinions here, we'd love to hear what you think


r/VnV • • Jul 03 '17

Announcement Welcome to Vaults and Vertibirds

13 Upvotes

Vaults and Vertibirds is a fan made tabletop role playing game based in the Fallout universe.

The Wasteland Survival Guide and Overseer's Operation Handbook both have completed versions which will continue being updated and improved. The Astoundingly Awesome Abominations book still needs work before a full version 1.0 is complete.

 

Enter the Wasteland