Jegpeg: That would be simple, really easy to do, and I wish I thought of that. However I do intend to add more to this campaign then there is in the current fallout games.
I am adding potions and magic along with different monsters that haven't been seen in a fallout game before. I would like to also add many different melee weapons and shields with improvements because of the main focus of long range weapons.
Another thing I would like to (but might not) add is also the ability to modify weapons as well.
I will try and see if I can find some monsters to reskin though because it seems to be the easier option.
Lordneg: Yes, that would be easier and I might use the stats and items that that book states, however, I don't want to use a game somebody else has written. I want to add my own styles to the world adding many different things that hasn't been seen in Fallout often.
Thank you for this information that you have given me about this book. I really appreciate this!
Lordneg: Yes, that would be easier and I might use the stats and items that that book states, however, I don't want to use a game somebody else has written. I want to add my own styles to the world adding many different things that hasn't been seen in Fallout often.
Thank you for this information that you have given me about this book. I really appreciate this!
You could still do that using that Fallout game just like you can with D&D. That game is specifically designed to play Fallout, and you can add whatever you want to it and customize it however you like. D&D isn’t unique that way, every TTRPG is that customizable. So it would be much easier to start with a Fallout RPG and then customize it anyway you like than it will be to start with D&D and try to force it into pretending to be Fallout.
That is one thing D&D has always been really, really bad at doing because the mechanics just don’t really work properly with other intellectual properties. Many people have tried, but it always ends up being either a really watered-down version of what it’s trying to pretend to be and its just disappointing for everyone, or it ends up so completely broken that it becomes unmanageable and nobody has fun then either. Sometimes it even actually somehow manages to be both at the same time which is a little remarkable. But it rarely ever ends up being satisfying to anyone. Unless everyone already expected a “light” or “diet” version of that other thing and clunkily reskinned mechanics that really don’t fit anything correctly. Then it works fine because it will actually deliver on that expectation.
So, you do you. If you want to try to twist D&D into Fallout, then go for it. Knock it on. Don’t let anyone tell you not to, it’s your D&D. But, if you want to make life easier on yourself and probably end up happier in the end, maybe check out the Fallout TTRPG. I mean, it is possible that game is just really, really poorly designed and written. But D&D really isn’t such a peach either. Sure it works, but I’ve honestly put together Ikea furniture with better instructions than some of D&D’s rules.
Like I said, you do you. All I’m saying is that I wouldn’t be quite so quick to dismiss the alternative if it was me.
I really enjoy trying to make D&D-style rules from other games, I tried some with BioShock the other day.. My thoughts (this sounds like fun my do it myself)
- For Fallout I agree have radiation damage type, and/or have radiation sickness detriments based on Exhaustion. - DMG has firearm rules to base Fallout ranged weapons off. - Fallout 3 had a karma (morality) system , the DMG has that Honour optional rule, maybe you could use that for something? New Vegas had like standing with different factions, DMG has a thing of reputations - this could be adapted here.
If I was going to do weapon mods... - Each mod gives +1 (e.g. +3 for three mods, the maximum) and it counts as a 'magical weapon' for damage purposes - Could give extra damage dice, increased range, +1 to hit (accuracy increase) - A bonus to hit might alternatively simulate recoil reduction, or you might say a mod increases reload time and lets you reload on bonus action (instead of, I think, it is normally your whole Action?)
I think it would be pretty easy to implement weapon modifications, then you have the unique buildable weapons like Fallout 3's Shishekbab sword. (I mean, slashing and fire damage comes to mind it starts as +1 or whatever. But you players have to gather components and build it. Info on Fallout wiki to know what the 'canon' parts are) A special move akin to a magic item ability (per charge)
What might take the most time is sorting out what classes are available, I can't think of how you'd get magic in Fallout though..
I am trying to create a fallout-style d&d game. However, I could use all the help I can get. If you have any advice please let me know!
Thank you!
Also this game I trying to make to support 11 players
There are some products already. Fallout 1/2/3/4 and Wasteland 1/2/3 are available for PC.
I don't know about any pen and paper versions but I am quite sure there are some.
Maybe you should just modify or create content for some of these products?
Aye, there's just about every game out there that has been converted to D&D tabletop rules if you know where to look for it.
A lot depends on how much you want to homebrew D&D to fit the fallout world.
For example there is no magic in fallout so do you want to not have any casting Pcs?
It would be quite straight forward to Reskin suitable monsters at super mutants, deathclaws and the likes or homebrew them with appropriate stats
You could flavour poison damage as radiation damage, and poisoned as suffering from radiation sickness.
You could either Reskin bows as guns or use the d&d firearms rules
Jegpeg: That would be simple, really easy to do, and I wish I thought of that. However I do intend to add more to this campaign then there is in the current fallout games.
I am adding potions and magic along with different monsters that haven't been seen in a fallout game before. I would like to also add many different melee weapons and shields with improvements because of the main focus of long range weapons.
Another thing I would like to (but might not) add is also the ability to modify weapons as well.
I will try and see if I can find some monsters to reskin though because it seems to be the easier option.
Thank you for this advice!
Tysonm1: I will look around for those. Thank you for letting me know!
Terhonator: I am looking to make a pen and paper version of the game, but I can look around for these products and see how I can change them around.
Thank you!
https://www.modiphius.com/fallout-roleplaying.html
Sometimes it is just easier to use games already written for what you want to play IMO. :)
Lordneg: Yes, that would be easier and I might use the stats and items that that book states, however, I don't want to use a game somebody else has written. I want to add my own styles to the world adding many different things that hasn't been seen in Fallout often.
Thank you for this information that you have given me about this book. I really appreciate this!
You could still do that using that Fallout game just like you can with D&D. That game is specifically designed to play Fallout, and you can add whatever you want to it and customize it however you like. D&D isn’t unique that way, every TTRPG is that customizable. So it would be much easier to start with a Fallout RPG and then customize it anyway you like than it will be to start with D&D and try to force it into pretending to be Fallout.
That is one thing D&D has always been really, really bad at doing because the mechanics just don’t really work properly with other intellectual properties. Many people have tried, but it always ends up being either a really watered-down version of what it’s trying to pretend to be and its just disappointing for everyone, or it ends up so completely broken that it becomes unmanageable and nobody has fun then either. Sometimes it even actually somehow manages to be both at the same time which is a little remarkable. But it rarely ever ends up being satisfying to anyone.
Unless everyone already expected a “light” or “diet” version of that other thing and clunkily reskinned mechanics that really don’t fit anything correctly. Then it works fine because it will actually deliver on that expectation.
So, you do you. If you want to try to twist D&D into Fallout, then go for it. Knock it on. Don’t let anyone tell you not to, it’s your D&D. But, if you want to make life easier on yourself and probably end up happier in the end, maybe check out the Fallout TTRPG. I mean, it is possible that game is just really, really poorly designed and written. But D&D really isn’t such a peach either. Sure it works, but I’ve honestly put together Ikea furniture with better instructions than some of D&D’s rules.
Like I said, you do you. All I’m saying is that I wouldn’t be quite so quick to dismiss the alternative if it was me.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I really enjoy trying to make D&D-style rules from other games, I tried some with BioShock the other day.. My thoughts (this sounds like fun my do it myself)
- For Fallout I agree have radiation damage type, and/or have radiation sickness detriments based on Exhaustion.
- DMG has firearm rules to base Fallout ranged weapons off.
- Fallout 3 had a karma (morality) system , the DMG has that Honour optional rule, maybe you could use that for something? New Vegas had like standing with different factions, DMG has a thing of reputations - this could be adapted here.
If I was going to do weapon mods...
- Each mod gives +1 (e.g. +3 for three mods, the maximum) and it counts as a 'magical weapon' for damage purposes
- Could give extra damage dice, increased range, +1 to hit (accuracy increase)
- A bonus to hit might alternatively simulate recoil reduction, or you might say a mod increases reload time and lets you reload on bonus action (instead of, I think, it is normally your whole Action?)
I think it would be pretty easy to implement weapon modifications, then you have the unique buildable weapons like Fallout 3's Shishekbab sword. (I mean, slashing and fire damage comes to mind it starts as +1 or whatever. But you players have to gather components and build it. Info on Fallout wiki to know what the 'canon' parts are) A special move akin to a magic item ability (per charge)
What might take the most time is sorting out what classes are available, I can't think of how you'd get magic in Fallout though..
Yeah might have a go myself, just some thoughts..