Fallout Tactics pnp
- digitalmetal
- SDF!
- Posts: 7
- Joined: Fri Jun 27, 2003 12:46 am
- Location: Houston, Tx
Fallout Tactics pnp
I read somewhere that there is the pnp version of Fallout Tactics on one the game's cds, and I'm unable to find it.
- digitalmetal
- SDF!
- Posts: 7
- Joined: Fri Jun 27, 2003 12:46 am
- Location: Houston, Tx
nope
I meant that on the actual game cd, in one of the game folders are the .pdf version of Fallpout Tactics pnp.
- digitalmetal
- SDF!
- Posts: 7
- Joined: Fri Jun 27, 2003 12:46 am
- Location: Houston, Tx
thanks but I found something better than that link
found the d20 modern conversion for Fallout series
Re: thanks but I found something better than that link
Now that's just fucked up.digitalmetal wrote:found the d20 modern conversion for Fallout series
- requiem_for_a_starfury
- Hero of the Wastes
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- Joined: Tue Oct 29, 2002 11:13 am
Download the bonus mission patch. That'll also install the pnp game. Though it's more for table top warfare than roleplaying.
If you can bear to hear the truth you've spoken
Twisted by knaves to make a trap for fools,
Twisted by knaves to make a trap for fools,
- Speed_demon
- Vault Scion
- Posts: 225
- Joined: Sat May 27, 2006 5:57 pm
- Location: In the middle
If any of you guys want a seriously intense fallout experience, I'm working on a Milleniums End/Fallout conversion.
Background...
I like games that are plausible, not REALISTIC. If you want the super realism, then go out and do it. It is realistic that most people do very little to impact their world. I, although being a perfectionist, tend to make a game plausible and wildly entertaining. I've played tons of RPG's and found that ineviably, they end up sucking rotten poop through a straw after a while. The Pnp is pretty similar to Warhammer style games, which is fine for the quick and dirty, but I prefer characters with depth.
Shadowrun and Palladiums books style stuff has its moments,(Shadowrun is a big favorite of mine) I found they are lacking the grainy, caullused, bruised existance of Fallout.
I chose Milleniums End ultimately because of the limitless concept of it. With a good dose of Fallout it became very workable. I DLed some work others had done, improved it, and made Excel sheets to manage the character creation process to create characters in 10mins or less, with many options to personalize.
Thoughts and insight are appreciated
Adventuring in the wasteland on a daily basis
- Speed_demon
- Vault Scion
- Posts: 225
- Joined: Sat May 27, 2006 5:57 pm
- Location: In the middle
Redeye: What's Milleniums End?
It's a system run completely on percentile (%) dice. Thats 2d10, one for the tens number, the other for the ones. There are NO HIT POINTS, instead, there is a "non-ablative" (I think they call it) damage system, where you take the "Mass Factor" of the person, based on weight, (a number typically between 1.6 and 0.7) and multiply it by the damage incurred (after armor, both local and incidental) has been factored in. Ther is also a complete lack of what I call (bullshit damage) EX. When you play a standard d20 system game, you can hit succeed your hit by a large amount and still do piddly damage (like rolling a total of 4 on 4d6 or whatever) This had bothered me for some time, so I would check out all of the RPG's at the local shops and came across Milleniums Ends FIrearm book, Being rather (theory) imformed about guns and shit it looked great, with say bullet damage being the SAME for every shot. That is to say your PC grabs his 9mm and shoots at bad guy #1, the bullet damage is 17 TL (Trauma Levels) before armor and such is accounted. EVERY PC has 25 TL, so you say "What about that mass facter" it gets multiplied by the damage after armor ect. SOooooo, say your bad guy #1 is a big dude at 110 kg, his mass factor would be 0.7. So the bullet damage (17) is multiplied by the mass factor (0.7) and the result is 11.9. This damage also multiplide by the location multiplier, from 0.6 for a hand or foot, to 1.6 for the head. So the PC with the 0.7 mass facter, shot by a 9mm in the head (with no armor) would be looking at 19TL (out of 25) which would mess him up pretty badly. It is then looked up on a chart, which takes into account the damage effects, which are percentile penalties for the area damaged. So if a PC is shot in the leg, depending on severity, he gets penalties to such things as movement related skills, and combat maneuvers.
It sounds very complicated to some, but with a little familiarity and the Excel sheets I'm working on, many processes are sped up to a very workable level. I've also made the character creation much more plausible, instead on rolling dice for attributes, which I've always thought of as a lame ass way to build a character, i've created a sliding scale for buying attribute points, so if you go relatively average, you will likely have (after skills and such) slightly above average PC stats (around 55ish). But, if you want to have a single or multiple exceptional attributes, they are at exponential cost , so a PC isnt likely to have more than 2 or 3 exceptional stats. EX the "average" cost for an attribute -we'll say strength with a base of 58%, would cost 31 attribute creation points. For a rather strong PC, with Strength 80% would cost 100 attribute creation points. If you wanted the maximum for the strength attribute, 100% it would cost 190 attribute creation points There are 300 attribute creation points total.
VasikkA Does this mean there will be no SOIL EROSION?!?!?
there will be all kinds of erosion; societal erosion, environmental erosion... among others. You seem concerned, are you a farmer or something?
Adventuring in the wasteland on a daily basis
Speed_demon wrote:Redeye: What's Milleniums End?
It's a system run completely on percentile (%) dice. Thats 2d10, one for the tens number, the other for the ones. There are NO HIT POINTS, instead, there is a "non-ablative" (I think they call it) damage system, where you take the "Mass Factor" of the person, based on weight, (a number typically between 1.6 and 0.7) and multiply it by the damage incurred (after armor, both local and incidental) has been factored in. Ther is also a complete lack of what I call (bullshit damage) EX. When you play a standard d20 system game, you can hit succeed your hit by a large amount and still do piddly damage (like rolling a total of 4 on 4d6 or whatever) This had bothered me for some time, so I would check out all of the RPG's at the local shops and came across Milleniums Ends FIrearm book, Being rather (theory) imformed about guns and shit it looked great, with say bullet damage being the SAME for every shot. That is to say your PC grabs his 9mm and shoots at bad guy #1, the bullet damage is 17 TL (Trauma Levels) before armor and such is accounted. EVERY PC has 25 TL, so you say "What about that mass facter" it gets multiplied by the damage after armor ect. SOooooo, say your bad guy #1 is a big dude at 110 kg, his mass factor would be 0.7. So the bullet damage (17) is multiplied by the mass factor (0.7) and the result is 11.9. This damage also multiplide by the location multiplier, from 0.6 for a hand or foot, to 1.6 for the head. So the PC with the 0.7 mass facter, shot by a 9mm in the head (with no armor) would be looking at 19TL (out of 25) which would mess him up pretty badly. It is then looked up on a chart, which takes into account the damage effects, which are percentile penalties for the area damaged. So if a PC is shot in the leg, depending on severity, he gets penalties to such things as movement related skills, and combat maneuvers.
It sounds very complicated to some, but with a little familiarity and the Excel sheets I'm working on, many processes are sped up to a very workable level. I've also made the character creation much more plausible, instead on rolling dice for attributes, which I've always thought of as a lame ass way to build a character, i've created a sliding scale for buying attribute points, so if you go relatively average, you will likely have (after skills and such) slightly above average PC stats (around 55ish). But, if you want to have a single or multiple exceptional attributes, they are at exponential cost , so a PC isnt likely to have more than 2 or 3 exceptional stats. EX the "average" cost for an attribute -we'll say strength with a base of 58%, would cost 31 attribute creation points. For a rather strong PC, with Strength 80% would cost 100 attribute creation points. If you wanted the maximum for the strength attribute, 100% it would cost 190 attribute creation points There are 300 attribute creation points total.
VasikkA Does this mean there will be no SOIL EROSION?!?!?
there will be all kinds of erosion; societal erosion, environmental erosion... among others. You seem concerned, are you a farmer or something?
Um... sounds kinda Aftermathy...
For a computer game you'd have to combine the damage system with the Nomad Soul of Omicron.
- Speed_demon
- Vault Scion
- Posts: 225
- Joined: Sat May 27, 2006 5:57 pm
- Location: In the middle
Srry 'bout the repost, the edit function was messed up...needed some things changed (ignore previous post)
It's a system run completely on percentile (%) dice. Thats 2d10, one for the tens number, the other for the ones. There are NO HIT POINTS, instead, there is a "non-ablative" (I think they call it) damage system, where you take the "Mass Factor" of the person, based on weight, (a number typically between 1.6 and 0.7) and multiply it by the damage incurred (after armor, both local and incidental) has been factored in. Ther is also a complete lack of what I call (bullshit damage) EX. When you play a standard d20 system game, you can hit succeed your hit by a large amount and still do piddly damage (like rolling a total of 4 on 4d6 or whatever) This had bothered me for some time, so I would check out all of the RPG's at the local shops and came across Milleniums Ends FIrearm book, Being rather (theory) imformed about guns and shit it looked great, with say bullet damage being the SAME for every shot. That is to say your PC grabs his 9mm and shoots at bad guy #1, the bullet damage is 17 TL (Trauma Levels) before armor and such is accounted. EVERY PC has 25 TL, so you say "What about that mass facter" it gets multiplied by the damage after armor ect. SOooooo, say your bad guy #1 is a big dude at 110 kg, his mass factor would be 0.7. So the bullet damage (17) is multiplied by the mass factor (0.7) and the result is 11.9. This damage also multiplide by the location multiplier, from 0.6 for a hand or foot, to 1.6 for the head. So the PC with the 0.7 mass facter, shot by a 9mm in the head (with no armor) would be looking at 19TL (out of 25) which would mess him up pretty badly. It is then looked up on a chart, which takes into account the damage effects, which are percentile penalties for the area damaged. So if a PC is shot in the leg, depending on severity, he gets penalties to such things as movement related skills, and combat maneuvers.
It sounds very complicated to some, but with a little familiarity and the Excel sheets I'm working on, many processes are sped up to a very workable level. I've also made the character creation much more plausible, instead on rolling dice for attributes, which I've always thought of as a lame ass way to build a character, i've created a sliding scale for buying attribute points, so if you go relatively average, you will likely have (after skills and such) slightly above average PC stats (around 55ish). But, if you want to have a single or multiple exceptional attributes, they are at exponential cost , so a PC isnt likely to have more than 2 or 3 exceptional stats. EX the "average" cost for an attribute -we'll say strength with a base of 55%, would cost 25 attribute creation points. For a rather strong PC, with Strength 80% would cost 120 attribute creation points. If you wanted the maximum for the strength attribute, 100% it would cost 190 attribute creation points There are 300 attribute creation points total.
There will be all kinds of erosion; societal erosion, environmental erosion, hideous mutations... among others. You seem concerned, are you a farmer or something?
I draw the distinction, as reality is relatively mundane (for most of us, surfing on our computer without the threat of getting killed, bombed etc.
). People, I think, dont want to play a completley realistic game without some sort of pliability of structure/reality, it would be boring. Milleniums End has been used by the military (or so I hear) to simulate small unit tactics, because it has such a huge level of plausibility/realism.
Redeye: What's Milleniums End?
It's a system run completely on percentile (%) dice. Thats 2d10, one for the tens number, the other for the ones. There are NO HIT POINTS, instead, there is a "non-ablative" (I think they call it) damage system, where you take the "Mass Factor" of the person, based on weight, (a number typically between 1.6 and 0.7) and multiply it by the damage incurred (after armor, both local and incidental) has been factored in. Ther is also a complete lack of what I call (bullshit damage) EX. When you play a standard d20 system game, you can hit succeed your hit by a large amount and still do piddly damage (like rolling a total of 4 on 4d6 or whatever) This had bothered me for some time, so I would check out all of the RPG's at the local shops and came across Milleniums Ends FIrearm book, Being rather (theory) imformed about guns and shit it looked great, with say bullet damage being the SAME for every shot. That is to say your PC grabs his 9mm and shoots at bad guy #1, the bullet damage is 17 TL (Trauma Levels) before armor and such is accounted. EVERY PC has 25 TL, so you say "What about that mass facter" it gets multiplied by the damage after armor ect. SOooooo, say your bad guy #1 is a big dude at 110 kg, his mass factor would be 0.7. So the bullet damage (17) is multiplied by the mass factor (0.7) and the result is 11.9. This damage also multiplide by the location multiplier, from 0.6 for a hand or foot, to 1.6 for the head. So the PC with the 0.7 mass facter, shot by a 9mm in the head (with no armor) would be looking at 19TL (out of 25) which would mess him up pretty badly. It is then looked up on a chart, which takes into account the damage effects, which are percentile penalties for the area damaged. So if a PC is shot in the leg, depending on severity, he gets penalties to such things as movement related skills, and combat maneuvers.
It sounds very complicated to some, but with a little familiarity and the Excel sheets I'm working on, many processes are sped up to a very workable level. I've also made the character creation much more plausible, instead on rolling dice for attributes, which I've always thought of as a lame ass way to build a character, i've created a sliding scale for buying attribute points, so if you go relatively average, you will likely have (after skills and such) slightly above average PC stats (around 55ish). But, if you want to have a single or multiple exceptional attributes, they are at exponential cost , so a PC isnt likely to have more than 2 or 3 exceptional stats. EX the "average" cost for an attribute -we'll say strength with a base of 55%, would cost 25 attribute creation points. For a rather strong PC, with Strength 80% would cost 120 attribute creation points. If you wanted the maximum for the strength attribute, 100% it would cost 190 attribute creation points There are 300 attribute creation points total.
VasikkA Does this mean there will be no SOIL EROSION?!?!?
There will be all kinds of erosion; societal erosion, environmental erosion, hideous mutations... among others. You seem concerned, are you a farmer or something?
I draw the distinction, as reality is relatively mundane (for most of us, surfing on our computer without the threat of getting killed, bombed etc.
). People, I think, dont want to play a completley realistic game without some sort of pliability of structure/reality, it would be boring. Milleniums End has been used by the military (or so I hear) to simulate small unit tactics, because it has such a huge level of plausibility/realism.
Adventuring in the wasteland on a daily basis