I certainly remember it. If anyone's memory is "hazy" try loading up Fallout, entering the military base, and trying to go through on a combat route in Combat Armor instead of Power Armor or Hardened Power Armor.Vergilius wrote:You remember, do you not, that a lot people complained about PA in Fallout. It was too powerful, anyone could destroy hordes of Mutants with it without damage.
Sure. I could also subdivide the weapon skills into Conventional Pistols, Conventional Submachineguns, Conventional Rifles, Conventional Shotguns, LASER Pistols, LASER Submachineguns, LASER Rifles, etc. It certainly "makes sense", but that doesn't mean it's a good idea. I think you're really stretching to justify the separation of First Aid and Doctor when the initial foundation for that seems to be, "You shouldn't remove a skill because you need lots of skills." Huh? I'm buying Section Eight's ideas more.Which is why I suggested making First Aid more of a combat treatment skill. It doesn't have to make sense realistically. You just say, "Hey, this is what this skill does as opposed to this similar skill."
You think it's balanced; I don't. If I thought it were balanced, I wouldn't suggest changing it.Yes, but we're already talking about a system that is fairly well balanced. When you remove aspects of that system, you're going to have to re-balance things too.
You did read that I typed "subdivided damage thresholds" in there, right? If you had an Electrical DT, Fire DT, Ballistic DT, etc., you would still have plenty of variation. And why are you writing as though doing this would ruin the glorious variation of armor in Fallout? There are, what, about six or seven types of armor total in the Fallout universe? You're trying to convince me that SPECIAL needs DR because it's the only thing that allows for a wide plethora of armor in Fallout, but there was never a wide plethora of armor to begin with.Look at Metal Armor MkII versus Telsa Armor. They're similar in terms of DT, but the DR are different because Telsa Armor is designed to soak energy weapon damage.
Okay! We can start with you getting overly worked up over small modifications to a system that is much larger than you're making it out to be.If that's the case, why not just make a new system then? Just say, "Hey, SPECIAL works great for Fallout, but we're making something that's different. Let's make a whole new system!" After all, that's the way Interplay used to do things.
It makes sense if it works -- more variables or less. You're clutching on to anything that was in the original SPECIAL system as though by virtue of being in the first Fallout, it was absolutely perfect and could not be improved by any stretch of the imagination. Have you seen me suggesting that the XP table should be changed? That you should get Perks every two levels? That Fallout should have classes?Which doesn't make sense, does it? Let's tear down a complex system, and replace it with a complex system, then rebalance it.
Fighting the Master when you're in Power Armor is tough? The only thing tough about it were his occasional criticals (which typically bypassed armor completely). Almost everything short of grossly powerful criticals did less than a dozen points of damage. And the fact that killing the prez. in APA was tough actually raises the question: what would happen if you fought that battle in anything less than APA?I wouldn't. The APA was a bit much, but all in all, a lot of people still die in power armor. Killing the President manually in Fallout 2, even with APA, can be rough. Fighting the Master or the Lieutinant in Fallout is a similar situation.
I don't think I'm the only person who doesn't "get it". Please tell me what happens to characters in Fallout and Fallout 2 who try to play through the last half of the game as a combat character in anything less than the most powerful armor available and tell me again that I'm being silly.That's a pretty extensive and time consuming list just to get rid of one aspect because you, in your own words, "don't get it".
While you're wrong that skills are on a percentile scale, damage resistance is, because it performs a percent operation on another value. In this case, the value is damage. High DR demands that weapons do very high damage to overcome it. Because it literally is a percentage of damage reduced, high damage values that are reduced with a lower DR can cause absolutely dreadful amounts of damage.
The only other system I know of that uses a percentile damage reduction is 2nd Ed. AD&D, and it didn't work there, either. When you give someone 75% resistance to fire, that means that the 10 point Burning Hands only does 3 points of damage, but it also means that the 100 point Meteor Swarm only does 25 points of damage.
The problem arises when you ask, "What happens when a character doesn't have that resistance?" The character who got hit with the Burning Hands only takes 10 points of damage. Big deal. The poor sap who gets blasted with the Meteor Swarm takes 100.
Percentages represent 1/100th of something else. SPECIAL skill values do not represent 1/100th of anything. 3E skill ranks do not represent 1/20th of anything. The fact that you roll a d20 to check against a skill in 3E doesn't mean that all skills are on a scale of 1-20. In fact, none of them are on a scale of 1-20, and no SPECIAL skills are on a scale of 1-100.Stop thinking of absolutes here, JE. Just because it goes over 100% doesn't mean it's not a percentage. If IPLY stock jumped up to a dollar, that'd be a 500% change, wouldn't it? See, percentages can be over 100%.
But, for the sake of not arguing about this anymore, I have suddenly changed my mind and decided that you are right after all.
I think it's generally a good idea in games when a single character doesn't have to fend off six characters who are all as good at combat as he is. Regardless of system, encounters with groups of dudes tend to be balanced so that they aren't as good at X,Y, and Z as you are.Then we're back to that skill not being that useful because getting hit with a super sledge while wearing puny armor is likely to kill you. Being hit half the time is not a good thing.
I think First Aid needs to ramp up the amount of damage it can heal per use dramatically with an increase in skill, and Doctor needs to provide the potential for truly awesome healing at higher levels.First Aid (sorceror) can perform a limited amount of tasks basically at will, and because they are basically using whatever is on hand, so time becomes the sole factor governing use.
Doctor (wizard) however, can perform a great deal more, but must be specifically prepared for each discrete task they can perform.
I don't like the idea of Doctors being able to make stims. If they can make them easily, it negates the need for First Aid. If it's too hard to make them, it isn't very worthwhile.