Fallout Equetria PNP
Re: Fallout Equetria PNP
Oh, I didn't want to say that Ponies aren't as good as humans. It's just different... Even without the Magic and Fly.. Just saying that the SPECIAL's system must be adapted to ponies and not use directly one adapted to an other Wasteland.. But in fact.. I can't really tell what is the Fallout's rules..
Re: Fallout Equetria PNP
Is it too late to join the discussion?
I have been tinkering on rules that would work for a Fallout Equestria game for a while and would be more than happy to help bounce ideas around.
I have been tinkering on rules that would work for a Fallout Equestria game for a while and would be more than happy to help bounce ideas around.
Author, FO:E - APMRPG
http://d20foeapmrpg.blogspot.com/
http://d20foeapmrpg.blogspot.com/
Re: Fallout Equetria PNP
Do tell, any input will be graciously accepted.
So, what have you got to share?
So, what have you got to share?
Xavi, target 45: 97 [5d100=16,2,32,26,21]
Epic set of rolls is epic.
Fallout New Vegas Lets Play!
Fallout New Vegas Lets Play 2!
Epic set of rolls is epic.
Fallout New Vegas Lets Play!
Fallout New Vegas Lets Play 2!
Re: Fallout Equetria PNP
Thanks. I am new here and I did not want to step on any toes by jumping right in.
There is a lot I can share. How big of a rambling wall of text do you want?
I can share ideas for how to work the different versions of SPECIAL into something that would work for PnP generally and for Fallout Equestria specifically. I can also share a first draft of a rules set adapted from Wizard's of the Coasts d20 system if you want. For anyone familiar with d20 games, it is the Star Wars Saga Edition version of the rules specifically. Yeah, it is not SPECIAL but I find enough similarities between the two that I think a d20 system can be made into something resembling SPECIAL.
I also admit that I find it easier to work from a system already intended to be played as a table top game rather than a computer game. SPECIAL is a flexible system but does not cover situations that would occur in a PnP game. Did you know that there is no way to climb in the Fallout games? Well, at least in Fallout and Fallout 2. There is looking for where the programmers did not make a hill side too steep in Fallout 3 and New Vegas but that is not quite the same thing.
There is a lot I can share. How big of a rambling wall of text do you want?
I can share ideas for how to work the different versions of SPECIAL into something that would work for PnP generally and for Fallout Equestria specifically. I can also share a first draft of a rules set adapted from Wizard's of the Coasts d20 system if you want. For anyone familiar with d20 games, it is the Star Wars Saga Edition version of the rules specifically. Yeah, it is not SPECIAL but I find enough similarities between the two that I think a d20 system can be made into something resembling SPECIAL.
I also admit that I find it easier to work from a system already intended to be played as a table top game rather than a computer game. SPECIAL is a flexible system but does not cover situations that would occur in a PnP game. Did you know that there is no way to climb in the Fallout games? Well, at least in Fallout and Fallout 2. There is looking for where the programmers did not make a hill side too steep in Fallout 3 and New Vegas but that is not quite the same thing.
Author, FO:E - APMRPG
http://d20foeapmrpg.blogspot.com/
http://d20foeapmrpg.blogspot.com/
Re: Fallout Equetria PNP
I know next to nothing about any form of tabletop gaming (or whatever this is, I really know nothing), but if you guys iron things out and get a game going online somehow, I might be interested if you end up looking for players.
Re: Fallout Equetria PNP
This is how I imagine it:
I envision a unicorn's magic ability to be divided into two sub-qualities: Potency and Versatility. Versatility represents the unicorn's ability to learn new spells and determines how broad a range of spells they can learn. Potency represents the raw magical power of the unicorn. Twilight Sparkle is a unicorn with extremely high Potency and Versatility. Trixie is a unicorn with high Versatility but low Potency. Littlepip is a unicorn with extremely low Versatility but very high Potency. A unicorn's base Versatility would be calculated from Intelligence and Potency from Endurance. (Thus why the Rarity statuette helped Littlepip recover from her first burnout.)
Flight would likely have a similar quality division with base values calculated from Agility and Strength.
Two alternate routes:
Option One: Unicorn and Pegasus ponies, when selected, come with the special abilities of Magic and Flight respectively. The starting quality of these abilities is fairly poor, adjusted by appropriate SPECIAL attributes. Unicorn and Pegasus ponies have access to perks available only to them which are used to enhance their racial special abilities (much like the Mighty Telekinesis perk tree). A unicorn could, for example, take a "Increased Potency" perk. Perks become available based on prerequisite perks and/or character level.
To balance, Earth Ponies are given a fourth TAG skill to represent the skills they have been able to develop during time that unicorns and pegasi have to spend learning their special abilities. Earth ponies also get the benefit of not having to sink numerous perks into racial perk trees to make full use of their racial abilities. (First season Fluttershy is an example of a pegasus pony who has spent few if any perks on flight.)
If further balancing is required, Earth Ponies could also start with a level one perk which could be any perk with a level requirement of four or less and which the pony meets the other requirements for.
Option Two: Add two new skills to the skill lists for Unicorns and Pegasi. (For example, the unicorn character sheet has the additional skills of Magical Potency and Magical Versatility). Perks become available based on prerequisite perks, character level and/or skill rating in the appropriate racial skill. Balance comes from Earth ponies not having to spend skill points on extra racial skills.
I personally prefer the first, as it matches up with the character sheet I created for Littlepip.
I envision a unicorn's magic ability to be divided into two sub-qualities: Potency and Versatility. Versatility represents the unicorn's ability to learn new spells and determines how broad a range of spells they can learn. Potency represents the raw magical power of the unicorn. Twilight Sparkle is a unicorn with extremely high Potency and Versatility. Trixie is a unicorn with high Versatility but low Potency. Littlepip is a unicorn with extremely low Versatility but very high Potency. A unicorn's base Versatility would be calculated from Intelligence and Potency from Endurance. (Thus why the Rarity statuette helped Littlepip recover from her first burnout.)
Flight would likely have a similar quality division with base values calculated from Agility and Strength.
Two alternate routes:
Option One: Unicorn and Pegasus ponies, when selected, come with the special abilities of Magic and Flight respectively. The starting quality of these abilities is fairly poor, adjusted by appropriate SPECIAL attributes. Unicorn and Pegasus ponies have access to perks available only to them which are used to enhance their racial special abilities (much like the Mighty Telekinesis perk tree). A unicorn could, for example, take a "Increased Potency" perk. Perks become available based on prerequisite perks and/or character level.
To balance, Earth Ponies are given a fourth TAG skill to represent the skills they have been able to develop during time that unicorns and pegasi have to spend learning their special abilities. Earth ponies also get the benefit of not having to sink numerous perks into racial perk trees to make full use of their racial abilities. (First season Fluttershy is an example of a pegasus pony who has spent few if any perks on flight.)
If further balancing is required, Earth Ponies could also start with a level one perk which could be any perk with a level requirement of four or less and which the pony meets the other requirements for.
Option Two: Add two new skills to the skill lists for Unicorns and Pegasi. (For example, the unicorn character sheet has the additional skills of Magical Potency and Magical Versatility). Perks become available based on prerequisite perks, character level and/or skill rating in the appropriate racial skill. Balance comes from Earth ponies not having to spend skill points on extra racial skills.
I personally prefer the first, as it matches up with the character sheet I created for Littlepip.
- Nightmare Luna
- Posts: 256
- Joined: Fri Oct 07, 2011 12:38 pm
- Location: Manchester, UK
Re: Fallout Equetria PNP
If I remember correctly a game company called Glutten Creeper Games started to make a Fallout TTRPG but got slapped with a lawsuit and lost. So changed it to Exodus, but kept most of it the same. Could be worth a look for idea if anyone can get a free copy. (Will see if anyone I know has or can get a hold of one)
But I also found this, http://www.pamedia.com/rpgames/rpg/falloutpnp/ Not had a chance to look it over but again, could be a good place to get some idea's on what could work and would not.
But I also found this, http://www.pamedia.com/rpgames/rpg/falloutpnp/ Not had a chance to look it over but again, could be a good place to get some idea's on what could work and would not.
When life gives you lemons, it is because there is a horrifying monster in the next chamber with 400,000,000 HP, whose only weakness is lemons.
Re: Fallout Equetria PNP
I heard you guys where plotting on making a FoE-RPG?
I've been tinkering with one for the past few months. Althou, it is only now the recent weeks It's started to look good again. It somehow plummeted down harshly after the first two weeks and de-railed. But in another few weeks it should be back on track. Like, for example, I still have no idea where the hay "talents" came from... nor what to do with them. Might should pack them up in a side expansion or something.
Anyhow. I'm using the original Fallout engine for this RPG, even if FoE is based of 3/NV as it is much more friendly towards RPG. (Not to mentioned I also took quite a bit from said Fallout: The tabletop rpg.) I've also added elements and skills that is normally not available in fallout games, such as perform. In case someone for some reason would ex: want to be able to sing like Velvet. Althou, got a few complaints that you were unable to kill stuff with the non-combat skills. The biggest chance is from level system to progress system. But don't worry, I will make a version with levels in it as well.
If you think you can do a part in it better then me, you could likely do so. And I'd appreciate if you did. Sadly, much of the rules are jury-rigged, speculations or suggestions. I've done 95 % of the work with this alone. So it is rough and lacks polish. The other 5 % is 4 % item description, and 1 % random item suggestions, talent names and some notes. On a related note, I'm quite sure some content of the RPG goes against the terms of service due to violent content and language haha. Either way, I'm currently doing a re-vamp of the system, allot will be removed in the past few days, so if you see something you dislike, it could likely be gone in a few days anyhow.
Oh, and I hope you don't only want to focus on killing stuff, since I'm trying to develop a more interactive RPG with interactions. Like said with the "Perform" skill. Trying to branch it out so you don't know everything from how to repair a toaster to a tank to a flame-thrower just by having "repair". As well as several new skills that has nothing to do with killing. And like mentioned, I will have a alternative version that will focus less on RP and more on getting levels and killing stuff for those that can't handle everything in between. Said skills will not exists there, and the rest will be merged like usual.
Well, here's the current alpha version of it: https://docs.google.com/present/edit?id ... RubXd6amY4 (do mind the mess of cluttered rules here and there. And feel free to ask me to change some of the "lore" if you think it's inappropriate)
I've been tinkering with one for the past few months. Althou, it is only now the recent weeks It's started to look good again. It somehow plummeted down harshly after the first two weeks and de-railed. But in another few weeks it should be back on track. Like, for example, I still have no idea where the hay "talents" came from... nor what to do with them. Might should pack them up in a side expansion or something.
Anyhow. I'm using the original Fallout engine for this RPG, even if FoE is based of 3/NV as it is much more friendly towards RPG. (Not to mentioned I also took quite a bit from said Fallout: The tabletop rpg.) I've also added elements and skills that is normally not available in fallout games, such as perform. In case someone for some reason would ex: want to be able to sing like Velvet. Althou, got a few complaints that you were unable to kill stuff with the non-combat skills. The biggest chance is from level system to progress system. But don't worry, I will make a version with levels in it as well.
If you think you can do a part in it better then me, you could likely do so. And I'd appreciate if you did. Sadly, much of the rules are jury-rigged, speculations or suggestions. I've done 95 % of the work with this alone. So it is rough and lacks polish. The other 5 % is 4 % item description, and 1 % random item suggestions, talent names and some notes. On a related note, I'm quite sure some content of the RPG goes against the terms of service due to violent content and language haha. Either way, I'm currently doing a re-vamp of the system, allot will be removed in the past few days, so if you see something you dislike, it could likely be gone in a few days anyhow.
Oh, and I hope you don't only want to focus on killing stuff, since I'm trying to develop a more interactive RPG with interactions. Like said with the "Perform" skill. Trying to branch it out so you don't know everything from how to repair a toaster to a tank to a flame-thrower just by having "repair". As well as several new skills that has nothing to do with killing. And like mentioned, I will have a alternative version that will focus less on RP and more on getting levels and killing stuff for those that can't handle everything in between. Said skills will not exists there, and the rest will be merged like usual.
Well, here's the current alpha version of it: https://docs.google.com/present/edit?id ... RubXd6amY4 (do mind the mess of cluttered rules here and there. And feel free to ask me to change some of the "lore" if you think it's inappropriate)
I do not suffer from insanity... I quite enjoy it....
- Nightmare Luna
- Posts: 256
- Joined: Fri Oct 07, 2011 12:38 pm
- Location: Manchester, UK
Re: Fallout Equetria PNP
Looks like you've put a lot of work into this. Is this all from scratch or taken from a existing rules system? As making it from scratch would be a pain when it comes to game balance.
But I will give it a full read sooon.
But I will give it a full read sooon.
When life gives you lemons, it is because there is a horrifying monster in the next chamber with 400,000,000 HP, whose only weakness is lemons.
Re: Fallout Equetria PNP
At first, I actually took it from scratch, using some references, then after realizing how stupid that was. I started to take mainly from the Fallout PNP RPG. The system to roll against skills is however from Mutant as the Fallout was D10. This one is D100. (someone suggested to make it D20, but I have hard to see that being easier to balance)
I do not suffer from insanity... I quite enjoy it....