This thread is for any typos or errors that you find in a Fallout RPG document. If you find anything, go ahead and post it in here. The fix will be made next time I publish an update.
As a progress update, the Fallout overhaul is almost finished. The Core Rulebook and Bestiary 1&2 are completely finished, and Bestiary 3 is 75% finished. Once it is finished, an extra editing pass and clarifications in the core rulebook is going to be my next priority, but then it is ready for republishing. Once it is all published, Bestiary 4 should follow in a few weeks, a month tops.
My GM is content to wait for the new version to be out.
Regarding ability scores and accuracy, that's the conclusion I came to from the text, but was confused because of the line "is equal to the ability score the attack uses for attack bonus" (emphasis mine).
A few major things are changing in the new system that will make it difficult to convert later on. For example, the trait system is going away, and the Mutual Survivor system is no longer going to be a default option or work the same way. Characteristic point costs are also changing. However, if you ignored traits and Mutual Survivors, it should be fairly easy to rebuild characters for the new system. I can get you an early version of the Core Rulebook if you want to see it.
Attack Overage is not extra accuracy. When you make an attack, your attack deals extra damage by how much the attack roll bypassed the target's defense. The maximum amount of bonus damage an attack can gain from attack overage is equal to relevant statistic (perception for guns, strength for melee, etc).
Your skill, on the other hand, simply determines your base accuracy as you said. Then your stat determines the maximum bonus damage you can deal with an attack. I will make sure this is clear in the new Rulebook.
On page 109, you state "This is called Attack Overage, and the amount of bonus damage that canbe applied in this fashion is equal to the ability score the attack uses for attack bonus."
This suggests that your relevant SPECIAL attribute (say, Perception for guns) increases your accuracy with attacks in addition to just points spent in the skill. The rest of the rules suggest that only points you actually spend in that skill (and the +2 tag bonus?) are applied to accuracy. Which is correct?
I will certainly let you know if I find any major inconsistencies.
As for the new rules, I know a friend of mine is currently planning to make a game using this system. Would it be easy to adapt their game to the new system later or would it be best to start with that now?
Hey thanks for your interest. It is indeed correct that agility is used for initiative, not perception. Prowess skills include melee, defensive training, durability, mental training, guns, and energy weapons, or any stat that is used to determine statistics.
I often use ability scores and SPECIALs interchangeably. I will attempt to make that more clear.
There are a lot of problems with the fallout RPG right now relating to typos, contradicting statements, and bad 'copy paste' errors as you mentioned before. Also, a lot of the numbers have needed work. That's the reason I am working on the complete overhaul for the game right now, as you may have seen mentioned in the blog.
The overhaul of the Fallout Core Rulebook is done, except for some editing, and overall I am quite pleased with it. I can actually find myself enjoying working on the game again. You will see that the game has been extensively streamlined and cleaned up. However, I am always looking for things to make more clear. Based on your suggestion, I added more information clarifying 'prowess skills' and making them easier to recognize what I am talking about regarding that.
I am currently waiting to finish updating all the bestiaries before publishing the overhaul of the Core Rulebook. If you want an early copy, let me know and I will try to get one for you. I don't know how long it will take to finish redoing the bestiaries. But I always work more on projects that spark community interest.
Coming along with the Fallout release will be the character sheet and the basic rules reference sheet for Fallout.
If you find anything else that needs fixing, let me know so it will be done before I publish.
When you are describing SPECIAL attributes (which you also sometimes refer to as ability scores) on pages 11 and 12, you state first that "The character’s perception score is added to their initiative." and then "agility is added to perception to determine a character’s initiative."
However, when mentioning initiative for the rest of the document, you state only that the character's Agility is used for Initiative. This second statement appears to be borne out by the few creature stat-blocks I checked in the Bestiary.
It's finished! Enjoy!
As a progress update, the Fallout overhaul is almost finished. The Core Rulebook and Bestiary 1&2 are completely finished, and Bestiary 3 is 75% finished. Once it is finished, an extra editing pass and clarifications in the core rulebook is going to be my next priority, but then it is ready for republishing. Once it is all published, Bestiary 4 should follow in a few weeks, a month tops.
My GM is content to wait for the new version to be out.
Regarding ability scores and accuracy, that's the conclusion I came to from the text, but was confused because of the line "is equal to the ability score the attack uses for attack bonus" (emphasis mine).
Sorry for late response. Busy day.
A few major things are changing in the new system that will make it difficult to convert later on. For example, the trait system is going away, and the Mutual Survivor system is no longer going to be a default option or work the same way. Characteristic point costs are also changing. However, if you ignored traits and Mutual Survivors, it should be fairly easy to rebuild characters for the new system. I can get you an early version of the Core Rulebook if you want to see it.
Attack Overage is not extra accuracy. When you make an attack, your attack deals extra damage by how much the attack roll bypassed the target's defense. The maximum amount of bonus damage an attack can gain from attack overage is equal to relevant statistic (perception for guns, strength for melee, etc).
Your skill, on the other hand, simply determines your base accuracy as you said. Then your stat determines the maximum bonus damage you can deal with an attack. I will make sure this is clear in the new Rulebook.
Hope this helps.
On page 109, you state "This is called Attack Overage, and the amount of bonus damage that can be applied in this fashion is equal to the ability score the attack uses for attack bonus."
This suggests that your relevant SPECIAL attribute (say, Perception for guns) increases your accuracy with attacks in addition to just points spent in the skill. The rest of the rules suggest that only points you actually spend in that skill (and the +2 tag bonus?) are applied to accuracy. Which is correct?
I will certainly let you know if I find any major inconsistencies.
As for the new rules, I know a friend of mine is currently planning to make a game using this system. Would it be easy to adapt their game to the new system later or would it be best to start with that now?
Hey thanks for your interest. It is indeed correct that agility is used for initiative, not perception. Prowess skills include melee, defensive training, durability, mental training, guns, and energy weapons, or any stat that is used to determine statistics.
I often use ability scores and SPECIALs interchangeably. I will attempt to make that more clear.
There are a lot of problems with the fallout RPG right now relating to typos, contradicting statements, and bad 'copy paste' errors as you mentioned before. Also, a lot of the numbers have needed work. That's the reason I am working on the complete overhaul for the game right now, as you may have seen mentioned in the blog.
The overhaul of the Fallout Core Rulebook is done, except for some editing, and overall I am quite pleased with it. I can actually find myself enjoying working on the game again. You will see that the game has been extensively streamlined and cleaned up. However, I am always looking for things to make more clear. Based on your suggestion, I added more information clarifying 'prowess skills' and making them easier to recognize what I am talking about regarding that.
I am currently waiting to finish updating all the bestiaries before publishing the overhaul of the Core Rulebook. If you want an early copy, let me know and I will try to get one for you. I don't know how long it will take to finish redoing the bestiaries. But I always work more on projects that spark community interest.
Coming along with the Fallout release will be the character sheet and the basic rules reference sheet for Fallout.
If you find anything else that needs fixing, let me know so it will be done before I publish.
Also, you mention prowess skills occasionally, presumably a holdover from copy-pasting from your Starcraft RPG?
Pages: 14, 15, 156.
When you are describing SPECIAL attributes (which you also sometimes refer to as ability scores) on pages 11 and 12, you state first that "The character’s perception score is added to their initiative." and then "agility is added to perception to determine a character’s initiative."
However, when mentioning initiative for the rest of the document, you state only that the character's Agility is used for Initiative. This second statement appears to be borne out by the few creature stat-blocks I checked in the Bestiary.
Which is correct?