Thank you. I do see now that only the Laser Musket can take a Full Stock. But the Laser Musket I see on p.101 of the pdf version 210412 does have Piercing 1 and is already Two-Handed without needing a stock to add the Two-Handed Quality.
Which still leaves me scratching my head. The Laser Musket can be taken to Piercing 3 with a Full Stock and Rifleman Rank 2. But the Laser Gun only goes to Piercing 2, with either Sharpshooter’s Grip, or a Standard Stock and Rifleman 2. Go Minutemen, I guess?
I had a player want to do the same thing and I did pretty much what you did. I made them a Survivor, told them to take the Gifted trait and made them immune to radiation and disease. We’re playing it like he doesn’t know he’s a synth but has his suspicions. So far, it’s working just fine. I feel the narrative nature of the game makes it so you don’t need to worry too much about balancing a character.
I have a question concerning Assist action. Especially the last sentence.
Assist: You assist another character with their next test. When the character you are assisting takes their turn and attempts their task, you provide assistance (p.16). If you have not yet acted this round, you may give up your turn later in the round to assist an ally when they attempt a skill test.
Can you explain fully how this works? You give up your WHOLE turn to assist an ally?
On your turn, you spend a Major Action to provide assistance to someone else’s skill test. When they attempt that test, you roll an assistance dice to help them.
When someone else attempts a skill test, and you haven’t acted this Round yet, you can give up your turn later in the Round to assist them immediately.
It’s a trade-off - the former requires more planning and coordination but is more flexible, the latter allows you to leap in and provide aid on the fly regardless of the initiative order, at the cost of giving up a whole turn rather than just an action.
Hey there, been getting ready to start a campaign recently, and I have a question about the xp rewards for defeating npc characters and creatures. In the rules it states that when the players defeat a creature, each PC gets the listed experience points.
So, a level 1 radroach. It’s worth 10 XP, yes? If a group of 2 PCs kill it, they each get 10 xp.
And… if a group of 6 PCs kill that single radroach… they all still get 10 xp each? That doesn’t seem very logical to me. Maybe my brain is still fixated on other tabletop rpgs where you split the xp reward between party members, but it seems odd that it works that way. Wouldn’t it be better to split the xp? After all, the more pcs there are in a battle, the easier the battle will be for them. I’ve run quite a few test battles just to get a feel for the system, and if I’m reading the combat balance right, PCs have the potential to just BLAST through early levels.
for example, a group of 5 level 1 pcs should be able to easily handle even 10 radroaches with very little difficulty. Well that’s a single combat encounter, and enough to level all of them up right off the bat!
Can anyone provide the logic behind this? Otherwise I may have to resort to doing Milestone level ups, which I dislike as it tends to make the PCs avoid every encounter they possibly can because “It’s not worth the fight” anymore.
I’m pretty sure it means that, if you use your Major action on your turn to assist, you roll an assist die for the other player. You still get a minor action, and I’m fairly certain you can also still buy extra actions using AP. So you COULD potentially make an attack with a major action, spend 2 AP for a second Major action, and then use that one to assist an ally.
It’s particularly useful in situations where you can’t really do much or affect the battle in any significant way, but your assistance for a player who CAN would be helpful.
Let’s say an enemy is too far away for you to realistically hit them, like the test difficulty would be insanely high. (Defense 2 + a close range weapon at extreme range (+3) and it’s night (+1) for a test difficulty of 6) rather than, most likely, wasting your shot, assist the ally who is in optimal range, with the weapon that has a night scope on it.
That’s just one specific example, of course. Maybe you have all physical damage type weapons, and the enemy has high Physical DR but low energy DR. Assist the player with a laser gun. Blamo! Teamwork makes the raider have a very bad day indeed.
I absolutely love the 2d20 system but encounter balance and enemy strength has always been an issue. I find many enemy stats to be quite low and then when coupled with XP for everyone as opposed to a split it becomes quite an issue.
In our game what tends to happen is that the first 4-5 enemies are just fodder. PC Initiative tends to be higher than most normal NPCs which means several attacks before the enemy even get to do anything (Creatures and normal NPCs don’t have Luck Points). Then when they do go, they have target numbers significantly lower than a PC of equal level. I’ve taken to building NPCs just like PCs, it’s more time consuming but provides better opposition at equal level.
I think sometimes in Conan and Fallout the enemies aren’t designed with a group of players in mind. I can throw 10-15 NPCs at my group and it’s not even a contest - not because the PCs are optimized but because the NPCs simply aren’t great.
Can you spend AP on gaining extra meat from butchering animals besides the Mutant Hound? The Mutant Hound appears to be the only animal the rulebook mentions using AP for extra meat.
If a Missile Launcher has a barrel mod that increases the Fire Rate and a player makes use of the increased Fire Rate and uses an additional Missile to increase the CD rolled, is that increase still just +1CD per extra ammo used like in other weapons?
I rule yes. There’s nothing to indicate otherwise and it follows the general rule of game design in that the rules tell you what you can do not all the things you can’t. If it was meant to do more damage per shot the rules would say so. YMMV though.
Super Mutants can only wear Raider Armor. Does this include Raider Power Armor?
One of my players is vehemently trying to justify this. I’m saying no at the moment simply because you can’t craft power armor frames, and therefore you could not modify those frames to fit a super mutant. But I’m curious on how the actual ruling would be.
If it doesn’t say then the actual ruling is what you as the GM says it is. In my game the answer is no, they cannot. The RAW says that super mutants can wear Raider Armor, nothing about power armor and when in doubt I always go with the theory of permissive rules - they tell you what you can do, not the hundreds of things you can’t.
I did decide that they can wear outfits, mainly because the idea of a super mutant in a lab coat and a formal hat sounds perfectly Fallout to me
Well, unless you go rob Frank Horrigan of his custom armor
I actually used Horrigan as the predecessor of a later Enclave experiment in the online game I was running a few years ago: Super Mutant Behemoth in customized Hellfire Power Armor
So, my players are sticklers for specifics, so I have another rules question, this time about zones.
I’m using a dry erase mat to draw out structures, obstacles, and zones.
In the top example, the PC and the enemy NPC are 1 zone away from each other, meaning the enemy is within Medium range.
In the bottom example, they’re still technically in separate zones, but they’re literally right on top of each other and would (if in the same zone) be considered within reach. How would you rule this?
This is a pretty specific example, and it hasn’t happened more than once, but the resulting argument is something I’d like to avoid in the future.