hi hi
Ok, another question about converting the world of Fallout into RPG rules that I haven't been able to find an answer for in game faqs or the fallout wiki...
What determines whether or not someone gets disintegrated by an energy weapon? A hit that does over a certain amount of damage? Or maybe a hit that does over a certain percentage of damage? Basing it on critical hits seems like you'd have to chance of getting disintegrated even if your armor stops most of the damage... not to mention with perks you might expect to get critical hits quite often. Is it perhaps something else entirely?
Fallout Equetria PNP
Re: Fallout Equetria PNP
In Fo3 it's when you kill someone with a critical hit. Quite sure Kkat follows that example, or well, it's more of a "always disintegrates on a kill."
I personally was going to possibly have a Fort (and maybe will for some) save to avoid being disintegrated by energy weapon critical, and possibly high damage attacks.
I personally was going to possibly have a Fort (and maybe will for some) save to avoid being disintegrated by energy weapon critical, and possibly high damage attacks.
I do not suffer from insanity... I quite enjoy it....
Re: Fallout Equetria PNP
hi hi
Killing someone with a critical hit certainly makes sense for Fallout, though if thats the case, I have to wonder what Velvet Remedy's protection spell did, since they still took damage from the attack but didn't die.
Killing someone with a critical hit certainly makes sense for Fallout, though if thats the case, I have to wonder what Velvet Remedy's protection spell did, since they still took damage from the attack but didn't die.
Re: Fallout Equetria PNP
While this wouldn't work in an RPG energy weapon criticals in the story proper struck me as auto kills baring magical protection. In an RPG you may make it a save or die based on the weapon and power pack.icekatze wrote:hi hi
Killing someone with a critical hit certainly makes sense for Fallout, though if thats the case, I have to wonder what Velvet Remedy's protection spell did, since they still took damage from the attack but didn't die.
As for the protection spell it may work like the curse of misdirection from Dragon Age where a normal hit becomes a miss and a critical hit becomes a normal one.
Re: Fallout Equetria PNP
Yeah, a "negate critical" would make allot of sense in that context, you still take damage, but not omgbbqhax damage. Possibly work like a "safety net" as well, you know, if you got it up and it "kills" you (reduced to 0 hp) you instead go unconscious and land at 1 hp.
I do not suffer from insanity... I quite enjoy it....
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Re: Fallout Equetria PNP
You could get a warhammer 40,000 scenery book for landscaping?
cuzz thats what ive got.. somewere...
cuzz thats what ive got.. somewere...
lol, why are you reading my signature?
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