Dimestream wrote:My two bits' worth!

I don't mind this system being a little more dangerous than other games I've played in. I can count on one hand the number of times I've felt truly threatened in games of Dungeons and Dragons. And getting into combat in other systems like Dark Heresy or Vampire the Masquerade tend to feel like we're having a friendly game of "who can murder the other's face first" moreso than it does life-and-death combat.
But I will agree with Kkat and others' points about critical hits being a bit over the top sometimes. But here's some handy bullet points about that.

I'm pretty sure that real-world application of this (read as 'in game testing' rather than just number crunching) hasn't been done at high enough levels to really justify making sweeping changes. Sure, all Tier 4 weaponry seems super dangerous. But that's because it IS. Those are supposed to be the most dangerous weapons in the world. And since there hasn't been enough high-level testing... let's not jump the (ridiculously high-powered) gun here.

Reducing crit multipliers to 1.5 for most weapons and 2.0 for Magic Energy weapons does cut down on the issue somewhat and makes a crit more survivable.

If you all around want everything to be easier to survive, I agree with Night Light: just give more HP to players and don't change the monster HP calculation at all. That way monsters will, in general, be weaker, and so will NPCs built as monsters. I personally think that takes the difficulty and sets it to Easy like you can in the actual Fallout games, and don't like it, but it's a matter of preference. Please don't change the weaponry more. uSea has already done such a fine job making the weaponry balanced, that it would be a travesty to have to start from scratch.

Clever Prancer is ENTIRELY fine in my opinion. Against someone who has built a character entirely to get as high a crit percentage as possible is going to be far less scary, but is still going to have the highest crit rate of anyone against the Prancer in question. Conversely, someone who isn't heavily into critting doesn't actually lose much against the Prancer, so it doesn't matter. You can't have all ranks of it and still have tank-like DT and DR from heavy armor, so I don't see the problem with leaving it as it is.
And now for a real world example!

In Kkat's Stalliongrad campaign, Red Button has an Endurance of 4. Her DT, from level 3 to level 15, has never been higher than 14. She has no DR, no Rad or Poison resistance (Stable Dweller, ugh), and has been using only the lightest and most 'pew pew' of magical energy weapons up until her acquisition of a Gauss rifle. Not a single one of her perks is devoted to doing more damage or being more defensive. They're all invested in the Speech and Mechanics fields.
And yet, she has survived (not unscathed, but very much alive) the entire game so far. Despite having fewer HP than most characters and enemies, and lower DT than anything but the flimsiest monsters. The game requires you, as it is, to be a bit tactically smarter than you would be in an actual playthrough of Fallout 3. Take cover. Use special combat movement and actions. Cripple enemy limbs. Red Button survives because she doesn't run out into the middle of a firefight, call tons of attention to herself, and then complain about how much damage she's taking.
The game is only super lethal if you run out into the middle of combat, take all the bullets in your face, and then jump on your own grenades.

Otherwise, it's just lethal enough to encourage smart planning on the players' part, or cooperation if the GM decides to ambush them. Flying solo in the face of a hail of bullets might get you killed. But that's why you don't do it alone. Friends are there to help you! It works like magic! I'm sure there's a good reason for that... friendship being what it is.
That's really all I have to say about this for now. The first and biggest question is, and always should be, "Is it fun?"

Only if no one is having fun, or if the majority of a thing is NOT fun, should there be massive changes. No one likes their character being oneshot by a lucky roll on an enemy's part. But not everyone wants to play with weapons that are only marginally more lethal than having a slap-fight.