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Post by LabRat on Jan 22, 2022 14:04:29 GMT -6
Here is where we can discuss your characters. I know that Giger was thinking about retiring Galen and going with something else. We will also have to get Ethan up to speed with his character. Junkee has requested the use of Mad Science and so I will look into that tomorrow and let him know if it is a go. Regardless of if you want to keep your characters or upgrade, we need to decide if we want to use the new SW adventure edition. I will look through it this weekend to give my perspective on it, but for now feel free to vote on whether or not you want to "import" you characters to the new edition or if you want to continue with the SW edition that we've been using.
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Post by Magman on Jan 26, 2022 16:32:04 GMT -6
Is it supported in Hero Lab. If not does anyone have a pdf or handbook to use?
Undecided on the upgrade.
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Post by CommJunkee on Jan 26, 2022 19:38:53 GMT -6
Is it supported in Hero Lab. If not does anyone have a pdf or handbook to use? Undecided on the upgrade. Just sent you an email. Also sent a link to you in discord. If you use Hero Lab there is an update to the ruleset as well.
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Post by Magman on Jan 27, 2022 17:08:51 GMT -6
I have updated Hero Lab.
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Post by LabRat on Jan 29, 2022 15:57:05 GMT -6
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Post by CommJunkee on Feb 6, 2022 0:43:50 GMT -6
There are some rules deviations between the Fallout player-guide and the Adventure Edition (SWADE).
One notably change is anything that affects Charisma. In the SWADE Charisma is removed entirely. Now, one could transfer any of the charisma penalties to persuasion, ie a -2 charisma = -2 to a persuasion check.
For example: a Super Mutant begins with Hated (-4 charisma to most wastelanders). This would translate to Racial Enemy (x2) in the SWADE and give a -4 to persuasion rolls to most wastelanders (which also would have an affect on initial Reaction Levels (pg33)).
Additionally, there are some skill changes. The Fallout setting merges gambling and persuasion, which again which does an effect on any thing that is/was charisma based. Said super-mutant would now have a -4 to gambling because of the Hated racial feature.
We would have to look at Hacking, Electronics. Repair, & Science (SWADE), and decide if we would likely have to be merged them into the Fallout Tech skill (per the Fallout PG). <addressed further below>.
Knowledge no longer exists in SWADE, and is broken out into: Academics, Battle, Electronics*, Hacking*, Language, Occult, and Science*. There is some minor issue here (rectified by the addition of a skill). The Chemist edge is based on Knowledge (Chemistry)), as knowledge does not exist in SWADE, a new skill Chemistry (or using the all encompassing Tech) skill could be a suitable substitute. (Though putting it under the Tech skill umbrella makes the Tech skill rather powerful at this point).
A potential method to approach some of these skill differences could be to make Hacking, Electronics, and Science = Tech, keep Repair a separate skill (more mechanical in nature), and add Chemistry (to cover the Chemist (background edge)).
Other Skill changes: Lockpicking = Thievery, Throwing is now covered by Athletics (SWADE).
The Fallout edge differences: Action boy/girl - would become a modification of the racial ability "Additional Action" (ignoring 1 point of instead of 2).
Chemist - Base skill would have to be addressed
Gadgeteer - Device function/activation would likely have to be based on Tech skill. *There would need to be some GM clarification regarding this edge as there are some conflicts with SWADE (this edge in SWADE is directly related to AB: Weird Science).
I think those are the changes that I noted on my initial review of the Fallout player-guide. Again, nothing too cosmic to adjust, and some changes are already incorporated in the SWADE, ie - Tracking added to Survival, Climbing & Swimming = Athletics, and Investigation = Research.
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Post by CommJunkee on Feb 6, 2022 1:00:42 GMT -6
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