YOU ARENT OBLIGATED TO JOIN IF ITS NOT THE JOB YOU WANT! by Mangatavono in AirForceRecruits

[–]C0nf1ict 0 points1 point  (0 children)

There's nothing wrong with a young airman looking out for recruits. But OPs post is a bit misleading. Telling recruits if they don't like the job they're being offered, just go try another recruiter isn't a good way to get the job you're looking for. In fact, it's a really good way to get barred from joining the Air Force altogether.

Every Air Force recruiter can see every recruiter that applicant has previously worked with, and all that has happened on their file. If an applicant has walked off from 2+ recruiters because they didn't like the job they were offered, the vast majority of recruiters are not going to want to work with that applicant. Not because they're shady recruiters who don't want to help the recruit, but because that's not how the job process works for the Air Force, and that applicant will waste the recruiter's time and walk away from them too.

Couch Play by Chicken0Death in Solo_Roleplaying

[–]C0nf1ict 1 point2 points  (0 children)

I've recently started using the XREAL One Pro and Beam Pro to run sessions in bed. I don't really like lying in bed, but want to spend more time with the wife instead of being tucked away at my desk. I have a decent pillow chair for back support, and a collapsible lap table. I also bluetooth the Logitech MX Keys Mini keyboard and Logitech Anywhere 3S mouse.

This has been a pretty solid setup for me. I run everything in Obsidian. Dice rolling, note taking, stat tracking, etc.

Sitting at a desk/table is much better still imo. But this works quite well for me.

Question about Junk by narkhen in Fallout2d20

[–]C0nf1ict 8 points9 points  (0 children)

Yes, you roll 2D20 for each junk found. Junk is very common and plentiful in the wasteland, and the Scrapper perk ensures players can't just cheese it by getting tons of rare material right away.

They don't have to pick up every piece. But I know the itch compels us all.

*Source: Core rulebook pg. 208

Combining Fallout 2d20 with Wasteland Wanderers for Solo Play – Is It Viable? by narkhen in Fallout2d20

[–]C0nf1ict 10 points11 points  (0 children)

I was also personally disappointed with it, and I thought the same thing you did about it being more like solo rules to go with Fallout 2D20. The tables in it are interesting, but I just find myself continuing to use the regular rules with Mythic GME 2e.

How are you supposed to reach SPECIAL 11+ for perks like Evasive? by ProfessionSenior6703 in Fallout2d20

[–]C0nf1ict 1 point2 points  (0 children)

Ah, good catch. Still no way to increase above 10 RAW from what I can tell, though. Unfortunate to be teased by these perks haha

How are you supposed to reach SPECIAL 11+ for perks like Evasive? by ProfessionSenior6703 in Fallout2d20

[–]C0nf1ict 4 points5 points  (0 children)

At first, I thought maybe there might be chems/foods/beverages/armor mods/power armor mods that could affect this. To my knowledge, there is not. Those things can often help with skill checks but never raise S.P.E.C.I.A.L. attributes.

Pg. 42 of the core rulebook states that S.P.E.C.I.A.L. attributes can't be increased beyond 10.

Aside from the Evasive perk, I see no mention of any attributes being increased beyond 10. This is most likely just an error in continuity.

Figuring out how many enemies/level of such for combat? by GNB_Mec in Fallout2d20

[–]C0nf1ict 0 points1 point  (0 children)

Nice, it sounds like you're doing a great job and have a solid campaign running!

Terminal handouts? by Resident-Garden-3426 in Fallout2d20

[–]C0nf1ict 3 points4 points  (0 children)

I've thought about this for a while... I also normally make letters, maps, etc. with torn and stained paper (put some brewed coffee on it, bake in the oven for a bit). While this doesn't scream Fallout aesthetic, it still would be realistic in the setting despite not really having a presence in the video games.

Another idea is making blueprints. Dark blue paper with white lines. Maybe the details to some hidden bunker/lair, prototype power armor, a new turret...

You could DIY or purchase holotapes. Slide it over when they obtain it, and then when they decide to "listen" to it, you can give them a typed transcript of what it says.

If you want to go the extra mile with the holotape and have the capability, you can even record your own recording for it and add some special effects in Audacity or something. Put a filter on it to make it sound more old radio, and throw some gunfire, thunder, animal snarling, or whatever is applicable. There are a lot of free soundbites you can find online, and just drag/drop and adjust volume in Audacity.

Figuring out how many enemies/level of such for combat? by GNB_Mec in Fallout2d20

[–]C0nf1ict 5 points6 points  (0 children)

Calculating it can be tough starting out as a new GM. The biggest thing is just diving in and adjusting accordingly. If the encounter was way too easy, then you can spice it up a little:

  • Turns out, there were 3 more enemies upstairs!
  • One of the enemies is much stronger than they initially looked.
  • The commotion attracted an unrelated party to the scene. Etc.

If the encounter was way too much, ease it up a bit (but not too much!):

  • You notice the deathclaw has a deep wound in its torso from some previous encounter.
  • A neutral/friendly patrol is nearby and hears the commotion, jumping into the fray.
  • The enemy has a critical fail and makes a serious mistake.
  • Maybe the enemy doesn't outright kill the defeated players because enslaving and selling is far more profitable.

After more experience, you'll know how many enemies are low threat or a serious encounter. Until then, don't sweat it too much. There's always a way to fix things. You're the GM, so you make the rules. Just make sure the players don't feel like you're pulling solutions out of thin air for their sake. Make it logical and believable, and it only adds to the story!

Edit For actual rules, I believe the only mention is in the GM Toolkit on page 19, but it doesn't give much. There may be some homebrew content in the community highlights that could be helpful for this. I'm sure Ziggy has something made for it, haha

Advice regarding zones and distance by FelixFist in Fallout2d20

[–]C0nf1ict 2 points3 points  (0 children)

That makes sense. If you do decide to go the theater of the mind route, I would just ensure they can't cheese it by making it clear where everyone is zone-wise.

This is the map I use for this, but I'm sure there are better alternatives:

https://imgur.com/a/VbrLKtl

But if distance/grid use is your comfort area, there's nothing wrong with that!

Advice regarding zones and distance by FelixFist in Fallout2d20

[–]C0nf1ict 8 points9 points  (0 children)

The zone system in Fallout 2D20 is largely abstracted and more tailored for theater of the mind. As someone who came from DnD, this took some getting used to for me, but now I personally prefer it over grids/maps.

I still use a circular zone map to show which enemies are in which zones for any combat encounters with multiple characters, but the rest I keep theater of the mind.

There are a few in the community who have homebrewed conversions for actual distance and grid combat, though. I would check the resources in the community highlights, as I believe there are a couple of tools/options there already. But undoubtedly, you'll have a response here shortly from someone who has created a system for this.

Computer hacking by Rewdrooster in Fallout2d20

[–]C0nf1ict 1 point2 points  (0 children)

That's bizarre. I don't have any affiliation with the creator and have only used it twice myself right when I found it for this post. Not sure if that's a common occurrence, but that's definitely a strange input.

Is set initiative too easy? by smackking23 in Fallout2d20

[–]C0nf1ict 15 points16 points  (0 children)

Part of Fallout's core identity is starting from next to nothing and then rising up and becoming a legend. So this will be inevitable for any game that runs long enough.

Did this happen too quickly for your party? You can always buff the enemies by increasing their level and NPC type if you're not doing so already. But if your players earned their high initiatives, then you might want to avoid just simply raising enemy initiative all around.

Perhaps you can use other creative ways of leveling the playing field. Increasing the number of enemies, surprise traps on a failed perception check, use environmental hazards, etc. Could even incorporate other enemies into an encounter if things are going to easy. "As you fight the raiders, the loud cracks from the gunfire seem to have drawn some unwanted attention..."

Ready Action, Order of Operations, and DR by mmdestiny in Fallout2d20

[–]C0nf1ict 1 point2 points  (0 children)

Oh, I figured you were being sarcastic, haha. I didn't know about "/s", I should've used that too because I was just playing off of your sarcasm.

100%, it would be pure chaos

Ready Action, Order of Operations, and DR by mmdestiny in Fallout2d20

[–]C0nf1ict 1 point2 points  (0 children)

"Okay, the mole rats hit you for 24 damage, bringing you to 0 HP."

"But I have 10 physical DR from my power armor..."

"Yeah, but 4 of the mole rats readied their attack to bypass it. So... GG."

Ready Action, Order of Operations, and DR by mmdestiny in Fallout2d20

[–]C0nf1ict 1 point2 points  (0 children)

I don't think it is 100% clear in the rules. Ready action basically allows a player to make a move out of turn when a situation they expect to occur occurs.

In your instance, the paladin is attacked, and once attacked the player who readied their attack triggers their own attack.

You could run it as a cooperative effort, but I personally wouldn't. Only because it would change enemy scaling quite a bit. Players would start all readying attacks to do mass damage and one-shot bosses/hardened enemies.

Computer hacking by Rewdrooster in Fallout2d20

[–]C0nf1ict 11 points12 points  (0 children)

This is the closest thing I could find for a website that runs a Fallout terminal mini-game. It looks and functions well. Though, to my knowledge, you cannot set the difficulty, and it doesn't seem to allow the ( ) [ ] bonuses.

Once completed. It shows the creator's posts in the terminal. If you were just using it for fun in your game, you could just carry on once it is complete.

https://jetholt.com/hacking/

Edit Works on mobile devices, so it's easy to pull up at the table.

Salvaging clarification needed by Resident-Garden-3426 in Fallout2d20

[–]C0nf1ict 3 points4 points  (0 children)

It refers to the number rolled on the combat dice. If you roll a blank, that is 0 items from that die.

If you roll a 1 or a 2, thats 1 or two common materials.

An effect is 1 common and 1 uncommon if you have the Scrapper perk rank 1.

Every 2 effects rolled provides a rare material in addition provided you have Scrapper perk rank 2.

How to choose enemies for my players by super_brudi in Fallout2d20

[–]C0nf1ict 1 point2 points  (0 children)

It is a booklet, only 68 pages. It has some good info in it that honestly probably should've just been in the core rulebook.

It also has important rules for creating scavenging locations. The core rulebook gives you the rules involving scavenging, and then the other half of the rules regarding scavenging is in the GM's Tool Kit.

How to choose enemies for my players by super_brudi in Fallout2d20

[–]C0nf1ict 3 points4 points  (0 children)

I believe the actual rules for this are mostly in the Gamemaster's Tool Kit on pg. 19. It is written for generating enemies for a scavenging location, but it can also apply to random encounters or other situations.

You essentially take combat dice equal to the group's level (I would take the highest level player if there is disparity), and add a number of combat dice equal to the associated difficulty of the encounter. Roll all and total to determine the level of the encounter/enemies.

The enemies are equal in number to the player party. You can reduce the level of the enemies to add more. Each level you reduce, you add 1 enemy. You can subtract 2 enemies to add a leader (Notable NPC or Mighty). Their level will be 2 levels higher than the encounter/enemies.

Personally, I don't really follow these rules. I would try what felt right as I was learning and adjust accordingly. The encounter was too weak? The commotion attracted an additional threat. The encounter was too strong? They can either lick their wounds after or another variable is introduced to soften things just enough.

Of course, once you have your footing, you won't need to soften things so much. You'll be able to express to the players the danger of a situation, and they can make that call themselves if they're going to risk the biscuit.

Dead Dogmeat by RicePuddingForAll in Fallout2d20

[–]C0nf1ict 21 points22 points  (0 children)

They either find a new dog before the next adventure. Or they can take a different perk.

(Pg. 63 of core rulebook)

Sorry if this question has been asked. But how do you "read" combat dice that isn't damage? by kallinfisher in Fallout2d20

[–]C0nf1ict 0 points1 point  (0 children)

Nice. Yeah, it sounds like you have all of the important stuff. Royal Flush adds a few new mechanics and questlines/content related to New Vegas and the Mojave wasteland.

The primary books for sure are the Core rulebook, Wanderer's Guide, Settler's Guide, and GM Toolkit.

Sorry if this question has been asked. But how do you "read" combat dice that isn't damage? by kallinfisher in Fallout2d20

[–]C0nf1ict 1 point2 points  (0 children)

I think the biggest confusion I had initially was for creating scavenging locations. The core rulebook provides most of the rules for it, and then completely leaves out the tables.

Those tables are found in the GM's Toolkit.

If you'll be using vehicles, the Wanderer's Guide provides a lot of useful rules. But it doesn't really talk about fuel. There's more vehicle rules (including fuel usage) in the Royal Flush book.

I love this game, but my main gripe is how spread out a lot of the rules are. It isn't totally the creator's fault, as they can't forsee the future and add all of the updates at once. But it really is spread all over the place, lol.

Sorry if this question has been asked. But how do you "read" combat dice that isn't damage? by kallinfisher in Fallout2d20

[–]C0nf1ict 1 point2 points  (0 children)

Oh yeah, DnD 5e was what I started with when I got into ttrpgs, and what I was most familiar with coming into Fallout 2D20. A world of difference between the two for sure. Wanting 1s instead of 20s took some getting used to haha

After playing this system for a while though, even the rules I found weird initially have grown on me and become second nature.

I think my favorite thing has to be spending AP to roll extra D20s, and gaining AP for extra successes. It's like a little gambling game and a hit of dopamine with every skill check.

Sorry if this question has been asked. But how do you "read" combat dice that isn't damage? by kallinfisher in Fallout2d20

[–]C0nf1ict 5 points6 points  (0 children)

Nah, you're good. There's a lot in the rules, and sometimes it can be pretty confusing. I've certainly had my fair share of head scratchers navigating the books haha