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Questions about the Skill system in Fallout...

Posted: Tue Sep 09, 2003 4:37 pm
by sztupy
Does anyone know how the skills are converted into "real-life stats"
I'll explain: for example... if you've got a small guns skill of 25% how does FO calculate the hitting cahnce, critical chance, etc... IO currently uses a skill-independent (and very lame) conversion, and those things are really need a cleanup... And not only the guns... consider the Lockpick, or Steal skill, or how does the Stength affect your HtH dammage, etc...

Hope you can help me out with this...

Posted: Mon Sep 29, 2003 11:23 pm
by Sirgalahadwizard
My understanding of this is rather limited, but here's what i've pieced together so far:

It's something similar to a ToHit roll like you see in tabletop roleplaying games.

If a targeted shot is done, the entire weapon skill seems to be multiplied before the attack (60% chance to hit the eyes means Weapon Skill * 60%).

The opponent's Armor class is deducted directly from your weapon skill (ie, if they have an AC of 17, you have 17% less on your weapons skill for the attack). Note also that the ammunition a shooter is using effects the target's AC.

And then, somehow, for each tile away from your character there is a penalty - and when you hit the range limit you simply can't attack (so it's definatly possible to have 95% ToHit chance all the way to the end of the weapon's range). I'm guessing it's about 5% each tile, with a greater amount at night.



Recently i've also uncovered "weapon perks" that influence range... and it seems that many weapons in FO1/2 (such as the plasma rifle and hunting rifle) have a perk on them that skews their range in favor of the shooter.

The type of weapon also seems to influence it's accuracy pattern - since melee weapons with a range greater than 1 tile seem to get a bigger loss in accuracy for the same skill level.

Posted: Mon Sep 29, 2003 11:30 pm
by Sirgalahadwizard
As for the lockpick and other skill rolls...

Those seem to be like the same kinds of skill checks you see in a tabletop RPG.

Depending on the difficulty of the object you're trying to crack (or steal, or unlock, etc) it sets a bar for a certain amount you need to roll. By having a larger skill level, you have a better chance of winning the roll.

But there's also a chance of critically failing - if you roll excessivly low, a lockpick skill jams, a traps skill sets something off, etc. Using lockpicks enhances the lockpick skill by 20% (if that helps).

As for sneak skill, I dunno exactly how that one works. I guess it ends up being a perception check for other guys, and a matched sneak check for every time.