FAQ and Errata Thread

It’s “real world” illogical which is not the same as “video game” or “RPG” illogical. The game is not mimicking the real world, or even attempting to, nor is it mean to. It’s mimicking the video games and TB healing in the RPG is slightly easier because in the video game you don’t even have the First Aid option.

Maybe something simple like this would

First Aid may also be performed after combat or other injury event. It may only be performed once per event and has no effect if performed after other forms of healing have been applied.

So I’ve finally finished reading the Core Rulebook and the GM kit materials.

Here are my notes on what questions I came up with and issues I noted, I suspect I do cover a bit of ground noted here already but…I’m just not prepared to cross check my notes with what’s here. I hope they’re of use and that they get into the core rulebook (the blatant errors at least).

These PDFs (CRB and GM Toolkit are so image intense that it’s difficult for them to load, not sure if youc an do anything about that I just noticed it while reading through them)
It’s not really a background thing either so much as the images themselves

Neither version of the PDF loads the bottom part of the page with the number

  • it’s just a white line (not sure if that’s due to book size or something)
    It’s not because the various pieces of known art are cuttoff seemingly because they’re all missing the bottom headings that include the ‘Chapter - Heading - Page #’

Bookmarks:

Players and a Gamemaster - should be under ‘What you need to use this book’

Character Sheets - should be under ‘What you need to use this book’

Rolling the Dice - should be under ‘Skill Tests’

Luck of the Draw - should be under ‘Luck’

Stacked Deck - should be under ‘Luck’

Lucky Timing - should be under ‘Luck’

Initiative (and Initiative Statistics) - should be under ‘Combat Encounters’

Critical Hits and Injuries - should be under ‘Damage and Injury’

Dying - should be under ‘Damage and Injury’

Healing Actions in Combat - should be under ‘Healing’

Stabilizing the Dying - should be under ‘Healing Actions in Combat’

Regaining Health and Treating Injury - should beunder ‘Healing Actions in Combat’

Mapping your Environment - should be under ‘The Envionment’

Perception (PER) - Should be it’s own heading under S.P.E.C.I.A.L. Attributes

Endurance (END) - Should be it’s own heading under S.P.E.C.I.A.L. Attributes

LUCK (LCK) - Should be it’s own heading under S.P.E.C.I.A.L. Attributes

Athletics - Should be under Skills

Big Guns - Should be under Skills

Big Guns - Every Skill under Big Guns should be it’s own heading under Skills

Carry Weight - Should be under Derived Statistics

Experience Points (and Milestone Progression) - Should be under Character Advancement

Brotherhood Initiate - Should be under Step 1: Choose your Origin

Perk Lists (and Action Boy/Girl, Adamantium Skeleton, Adrenalin Rush, Animal Friend) - Should be under Step 4: Choose your First Perk

Acquaboy/Acquagirl - Every perk under here sould be it’s own heading under Step 4: Choose your First Perk

Carry Weight, Damage Resistance, Defense, Initiative, health Points, Melee Damage - Should all be under Step 5: Derived Statistics

Brotherhood (and Brotherhood of Steel Initiate, Brotherhood of Steel Scribe) and Mister Handy - Should be under Step 6: Choose Equipment

Mister Nanny - Should be under Mister Handy

Mister Farmahnd, Mister Gutsy, Mister Handy, Nurse Handy - Should be under Mister Handy

Caps (and Other Currency) - Should be under Obtaining Equipment

Modified Equipment Names - Should be under Modifying Equipment

Modifying Equipment - Should be it’s own Heading

Weapon Type, Damage Rating, Damage Effects - Should all be under Weapons, Ammunition, and Weapon Mods

Fire Rate, Range, Qualities, Weight, Cost, Rarity - Should all be their own heading under Weapons, Ammunition, and Weapon Mods

.38 Rounds - Every entry under here should simply be under Ammunition as its own heading

.44 Pistol - Every weapon under here needs to be its own entry under Small Guns

Institute laser - Every entry under here needs to be its own entry under Energy Weapons

Fat Man - Every entry under here needs to be its own entry under Big Guns

Sword - Every entry under here needs to be its own entry under Melee Weapons

Throwing Knives, Tomahawk, Javelin - All need to be under Throwing Wepaons

Baseball Grenade - Needs to be under Explosives

Frag Grenade - Needs to be out from under Baseball Grenade and put under Explosives

Molotov Cocktail - Every entry under here needs to be its own entry under Explosives

Clothing, Outfits, Armor Pieces, Headgear - All need to be under Apparel

Robot Armor - Should be its own heading under Apparel

Army Helmet - Every entry under here should be its own entry under Clothing and Outfits

Raider Armor - Every entry under here should be its own entry under Armor and Armor Mods

Armor Frame - Every entry under here should be its own entry under Power Armor

Standard Plating - Every entry under here should be its own entry under Robot Armor

Irradiated Food and Drink - Should be under Consumables

Food - Should be under COnsumables

Baked Bloatfly - Shoudl be under Food

Baked Bloatfly - All entries under here should be their own heading under Food

La Fanoma and Astoundingly Awesome Tales - Should be under Books and Magazines

Backwoodsman - Every entry under here should be its own entry under Books and Magazines

Tools and Utility Items - Should be under Miscellany

Backpack - Should be under Tools and utility Items

Backpack - Every entry under here should be its own entry under Tools and utility Items

Fatigue - Should be under Staying Alive

Where to Scavenge - Should be under Scavenging

Workbenches - Should be under Crafting

Red Rocket (and After the War) - Should be under Raw Materials and Energy Corproations

Red Rocket In your Game - Should be under Red Rocket’s main heading

ArcJet Systems (and After the War, ArcJet Systems in your Game) - Should be under Manufacturers

Hubris Comics (and After the War, Hubris comics in your game) and US Robotics Disposal (and After the War) - Should be under Service Conglomerates

US Robotics in your Game - Should be under US Robotics Disposal

Institute (C.I.T.) (and After the War) - Should be under Big Tech

The Institute In your Game - Should be under Institute (C.T.T.)

Quest Seeds (for the institute) should not be under the ‘in your game’ heading, but the main ‘Institute (C.I.T)’ heading

Vault 75 (And History, Coming Out, In Your Game) - Should be under Vaults of the Commonwealth

Lurkers in the Dark - Should be under Vault Encounters

The Weird Wasteland - Should be under Vault Encounters

Discovery - Should be under Vault Plots

Betrayal - Should be under Vault Plots

Lexington and Northwest Commonwealth (and Sanctuary Hills) - Should be under Key Locations of the Commonwealth

Vault 111 - Should be under Lexington and Northwest Commonwealth (and Sanctuary Hills)

Vault 111 - All entries currently under should be their own heading under Lexington and Northwest Commonwealth (and Sanctuary Hills)

CoAstal Commonwealth - Should be ‘Coastal’

Duggout InN - Should be ‘Inn’

Bunker, Cave, Diner, Factory, Farm - Should be under Generic Commonwealth Locations

Random Encounters - Should be under Commonwealth Encounters

Weird Wasteland - Should be under Commonwealth Encounters

War, Pre-War Capitalism, Brand Identity - Should be under Commonwealth Plots

Wasteland players - Players should be capitalized

Task Difficulty - Should be under Skill Tests

Difficulty Zero Tests - Should be under Task Difficulty

Quest Design (and Killing Something, Fetch Something) - Should be under Quests and Campaigns

Speak with Someone - Should be under Quest Design

Achieve a Task - Should not be under Speak with someone, but should be under Quest Design

Level (and Type) - Should be under Types of NPCs

Type - Should not be under Level, should be a heading of its own

Bloodbug - Should be under ‘Animals and Insects’

Ghouls (and Feral Ghoul) - Should be under Mutated Humanoids

Glowing One - Should be under Ghouls

Assaultron - Should be under Robots

Super Mutant - Should be under Super Mutants

Machine GUn Turret Mk I - Should be under Turrets

Elder - Should be under Brotherhood of Steel

Raider - Should be under Raiders

Raider scaver - Scaver should be capitalized

Children of Atom - Should be under Wastelanders

MinuteMan - Feel like it should be Minuteman (or Minutemen to denote the group?)

Railroad agent - Agent should be capitalized

Quest Goals - Should be under Quest Overview

Scene One: More Problems (and Town Square, Tradepost) - Should be under Act Two: The Plot Thickens

Pub - Should be under Scene One: More Problems

Scene One: Breaking and Entering (and THe Old-Fashioned Way, Sneaking into the Compound) - Should be under Act Three: The Institute

Encounter-3A: Synth Guards - Should be under Scene One: Breaking and Entering

(ToC) Content:

3 - No Contents Entry for ‘Encumbrance’ p87

3 - No entry for ‘Apparel’ p122

3 - No Contents Entry for ‘Skill Tests’ p314

3 - No Contents Entry for ‘Quest Overview’ p403

Index:

  • Bartar - Should be ‘Barter’

  • Fens, the - starts on page 286

  • locations - ends at 307

  • Consumables - ends at 171

  • Mr Handy 77 - no ‘…’ pushing out the page number

  • wanderer - on page 80 not 79

  • vault-tec resident 78 - no ‘…’ pushing out the page number

  • wanderer - on page 80 not 79

  • leveling up 49 - no ‘…’ pushing out the page number

  • minute man (NPC) - has a space in it, doesn’t on the page

    • might change depending on if changed to ‘minutemen’ or note
  • mind - it’s on 336 not ‘36’

  • other rewards - not 355, it’s on 335

  • Caring Nature - Should be ‘Daring’

  • Pathinder - Not present

  • Pharma Farma - Not present

  • personalities - should be ‘Protectron Personalities’

  • Pilot - page 45 not 46

  • courser, strider, synth, trooper - not indented under synths like other examples

  • Vault 111 - also on p266

  • Vault 114 - not on p266

Book Content:

17 - Group Tests - what’s the difference between this and basic assistance?

17 - Success at a Cost looks like it should be a boxout and is noted as such in the index but does not appear graphically that way.

18 - Take Additional Major Action - It should be clarified in the description this is done after an initial major action
Otherwise it raises the question of should the increased Difficulty be for both actions or the additional one or note that this is explained further on p25

20 - Stacked Deck - does this use your total luck attribute or your luck measured from any reductions on point total?

21 - Miss Fortune - Example - How do we know the skill level of Valentine or what the tag skills of the test are to guage that he generated 1 success with a 9 and not possibly 3 with a 6?

25 - Actions - You may take your actions in any order you wish during your turn. - p18 states that you need to buy extra actions AFTER a test has been made not inherently take them whenever you want

26 - Defend - it seems a bit counter-intuitive that you’d want to take this action if you already have a high defense, as the test is arguably easier.
Might bare explaining the logic of it in an FAQ

26 - Heal HP - The first aid explanation is on p33, not p34

28 - Scoped Hunting Rifle - Should specify that this is a Short Scope and Long Barrel making the range increase by 1 step as it’s baseline is (M) however this is increased by the Long Barrel (assuming the random scoped hunting rifle mods noted on p205 are used) or this may be a Long Scope which naturally increases the range anyways.

30 - “…energy DR is rarer, while radiation or poison protection can be particularly rare.” - using rare twice in the same sentence reads a bit oddly

30 - Burst - “Each additional target spends 1 additional unit of ammunition from the weapon.” - Is this up to the fire rate or up to as many Effects rolled?

30 - Breaking - Is the reduction also permanent for DR?

32 - "These effects last until the injury has recieved medical attention (see p.34) - ‘Medical Attention’ is on p35 not 34.
This likely should reference ‘Treating an Injury’ for a more precient solution

32 - Dying - What happens if you are critical-ed in the leg and also dying? They both inflict Prone
I’d suspect that it doesn’t exactly matter given they’re unconcious, but it was just something that I was thinking about

33 - “Taking the minor action allows you to administer…” - ‘the’ implies a specific action which should be called out or more likely changed to ‘a’
‘Take Chem’ is the minor action in question, so you could also change it to ‘this’ and it’d make more sense.

33 - Take Chem - What happens if you try to administer a chem to an unwilling creature?

34 - Using Stimpacks - If you are given a stimpak and are dying, do you also heal the 4HP in addition to being stabilized?
First Aid seems to imply they’re separate intances of effect (p33)

35 - “The difficulty of this test varies based on how active you were during the preceding day” - This is contradicted by the preceeding: “…make an END + Survival test with a difficulty of 1.” - It should be modified to already note that there’s a table to determine base difficulty

35 - “Going without sleep for long periods can also be harmful (see Survival, p.190).” - Sleep is directly covered on p192

38 - Difficult Terrain/Obstacles - What happens if you fail to generate enough AP to get to the new zone?
Do you simply not move zones or is there another form of failure?
Is this a possible trigger for a Hazard for example?

48 - “…you ignore from toxins. perks and mutations…” - Perks should be capitalized

48 - “…your entire body—it doesn’t vary by location.” - there’s no reason for the ‘-’ it’s on it’s own line and won’t mess with spacing.

55 - Can a robot refuel or repair themselves without a pincer?

55 - How does a robot reload without a pincer?

58 - Step 3 - If creating a character of Level 3 or above, is the skill rank increase cap wholly lifted (meaning you can get a skill to rank 6), is it just one higher, or something else?

60 - Awareness - Can you communicate this bonus to other players in combat?
Maybe with an Action Point or something?

61 - Black Widow / Lady Killer - Can you take this perk twice and get both effects?

61 - Black Widow / Lady Killer - With the addition of new vegas content is this equivalently useful as the Confirmed Bachelor and/or cherchez la femme or will that feasibly be a different perk tree for explicitly homosexual characters?
If so then you may want to clean up the wording of this perk to make it a bit more open in nature to the conciet of sexuality?

64 - Grim Reaper Sprint - If you take two major actions in a turn and kill two separate entities in those attacks do you get two rolls or only one?

65 - Heave Ho! - just to confirm, this can only be done once per attack, correct?

65 - Hunter - to confirm, it’s asking for mamal-mutant, lizard-mutant, or insect-mutant creatures NOT a mammal, lizart, insect, or mutant creature?

66 - Jury Rigging - “…to the roll of a 19–20.” - feasibly the complication range could have already been increased by something else right?

67 - Mysterious Stranger - “If you spend a Luck point and the Mysterious Stranger does not appear, the GM must refund the Luck point you spent.” - What’s stopping the GM from never having the stranger appear?

68 - Night Person - Is this decrease down to 0 or a different minimum?

69 - Pickpocket - Is the rank 3 decrease to 0 or to the base difficulty of 1?

70 - Quick Hands - “You can reload firearms faster.” - How is this expressed mechanically in the system?

72 - Size Matters - What is the beginning level requirement for this perk?

74 - Carry Weight - Mister Handy’s - Just to confirm, each pincer can only carry 40lbs, you can’t use more than one pincer to increase that, correct?

80 - Trader - “Wares: 3 rolls each on the ammunition, aid, and junk loot tables” - It’d be useful to note the page reference(s) fro these takes

81 - Starting Equipment at Higher Levels - Do players recieve each level of caps they are going above?
For example if starting at level 3, do they recieve 350 caps total (level 2 & 3) or do they recieve only 250 caps?

87 - Modifying Equipment - If a mod is damaged, can it be repaired, or is it broken forever?

89 - Spread - Is the damage reduction for extra hits a one time thing, or is each subsequent hit half of the hit before it?

90 - Blast - When rolling half the damage dice, do you round up or down?

96 - Flare Gun - Can a flare gun be used to start a fire?

97 - Gauss Rifle - “Each shot can be “charged” for maximum damage by holding the trigger for a moment before releasing to fire.” - Is this mechanically reflected somehow?

110 - Targeting Computer - “…and the bonus for aiming applies to the next attack on any subsequent turn during the scene” - This is expressly the player’s next attack correct, not anyone’s?

120 - Mines - Nuke, Plasm, and Pulse have the Thrown (M) quality rather than the Mine quality

121 - Molotov Cocktail - “which quickly ignites begins to burn anything in the vicinity.” - Either ‘ignites’ or ‘begins’ needs to be removed

121 - Bottlecap Mine - Special - Is there a max for the bonus damage? (I mean feasibly only so many caps can actually fit in the lunchbox)

123 - Power Armor - Power armor begins on p137 not p138

125 - “…Ballistic Weave (see sidebar).” - Can we get a page reference (126) for this line, there’s space here.
For that matter it seems every note of that sidebar can likely fit a page reference, there are more on p127 - Formal Wear, Formal Hat, Heavy Coat. 128 - Lab Coat, Military Fatigues

126 - Formal Hat - Do the bonuses from Formal Wear and Hat stack for 2 die on a single test, or 1 die on two separate tests each scene?
A similar question comes up with Shadowed interacting with Muffled
Some Consumables also bring up this question when paired with other upgrades and the like

137 - Power Armour Chart - I believe the Weight and Cost categories are switched as I doubt an Armor Frame weighs 4500 or a T-51 Chest Piece costs 20 Caps

145 - Explosive Vent - Is this in addition to the Impact Landing, or is it a replacement thereof?

152 - “Can be cooked to produce ribeye steak.” - Shouldn’t Ribeye Steak be capitalized since it’s an entry?

153 - “Deathclaw meat can be cooked to produce deathclaw steak.” - Should be Deathclaw Steak

155 - “…and can be cooked to produce roasted mirelurk meat.” - Should be Roasted Mirelurk Meat

156 - “…noodle soup.Moderately filling…” - There is no space after the period

157 - "…radscorpion, normally form the tail or one of… - Should be ‘from’ not form

158 - “…wasteland agriculture and is an ingredient in a variety…” - The changing in verb tensing is confusing here the sentence is speaking with mostly ‘are’ rather than a singular ‘is’ except with this part here

160 - Alcoholic - “…tests while not under the effects of an alcoholic drink.” - Does it matter which drink you consume while you became addicted or is it just generally “any alcohol”?
Is this instead treated generally like the Chem addiction of “anything with alcohol”?

160 - “Heal 1HP at the start of each turn” - Melon Juice, how long does this feasibly last? I understand you can only drink 1/scene but a scene of combat could feasibly last quite some time, or if you drink it not within combat how long may it last?

164 - “…effects in their descriptions, below” - There’s no punctuation here

165 - Overdrive, Psycho, Psycho Jet, Psychobuff, Psychotats - How do these increase damage on ranged attacks rather than just melee?

167 - Ghouls and Chems - So if they have to take 2 doses to get the effect, do they still only make 1 roll if it’s applicable, or do 2 doses count as 1 dose in that regard?

167 - “…but Ghouls are less likely to get addicted, and are not affected by many diseases.” - How is this represented mechanically?

170 - Ultra Jet - “…and affects Ghouls as easily as it does humans due to its potency.” - so this expressly ignores the ‘2 doses requred’ note for ghouls on p167

170 - Stimpak Diffuser - This is a second listing of the same consumable on p165
The cost is 100 Caps lower here
The description is also under the other consumables section

171 - Stimpak Diffuser - If it’s a Super Stimpack diffused then why does it heal only 4 HP?

172 - Books and Magazines - So if you’re in a group and find a magazine, can each of you use the benefit once, or can only one player in the group use a single magazine for said benefit?

173 - Backwoodsman Issues - I feel like some of these titles do not match the provided perks (What’s Down Home Cookin’ got to do with Thrown weapon attacks for example)

174 - “…you may use whenever you are affected by a Blast weapon by spending 1 AP.” - ‘You may use’ what it’s missing a noun (or a pronoun in this case)?

176 - Live & Love - Given that many of these magazines affect the entire party, if more than one person learns said perk after a level do the results stack then as they’re from different sources?

178 - “When you successfully pick a lock, you may use the Reduce Time AP option without spending AP” - Is this, just once, or…actually how many times can you take AP spend options that don’t expressly say on a roll now that I think about it?
If it’s as many times as you want then any lockpicking is instant if you’re successful for example
If it’s a matter of “Each AP reward can only be done on one test per turn” I feel like that may be key to point out in the specific section as I don’t recall seeing it there

180 - Farming the Wastes - How does this stack with Trim the Fat! p176 (does it stack at all? How does the Math work out - double of a double or double of the single added once?)

183 - Pack Brahmin - How often does it need to be fed and watered?

185 - Robot Mods - Weight - How are these removing weight? ‘-25’ (tesla coils) for example implies this lessens the weight on the robot rather than adding to the weight.

191 - Thirst - “After two hours of being sated, you become thirsty.” - you’re not sated on this track you’re ‘hydrated’

191 - Soup - “…improving both your Hunger and Thirst states by one step each.” - Prepared food is supposed to move you back up two steps per the same page, and if you used purified water in the recipe would that not move it up two steps as well for thirst?

192 - Sleep - Does Well Rested go down at the same rate as Rested?

193 - Weeping Sores - “Whenever you suffer Physical damage, you suffer +1 Physical damage at the start of your next turn…” - +1 from what? does it stack with each attack, or is it supposed to be just “1 damage”?

195 - maybe slap a picture her eunder scavenging, there’s a lot of unused space here

197 - “…NPC ability (p.388 for NPC special abilities).” - Special abilities are described on p. 336 not p. 388

204 - Random Ranged Weapons - 10 and 19 are missing from this table

208 - “You cannot salvage ammunition:” - I mean…Fallout: New Vegas had it (crafting at least but the tools for scavenging would be the same), but maybe that’ll be in a supplement in the future.

216 - Cooking Station - The materials in the table have no notation of what quality they are required to be (it’s listed in the description just not the table)
Actually scratch that it’s only the materials to repair the station, not the notation of what you need to actually make it in the first place
It seems that the ’ - ’ on the table under rarity should be under materials then all other notes should be moved to the right once
Nevermind as it’d require no perks either, basically the entire line is wrong and needs rearranging

229 - Service Conglomerates - Not on p. 245, on p. 243

231 - “…whether they intend to deliver on the implied promise of this recognized brand.” - this needs an ‘or not’ somewhere there’s space at the end for it.

233 - “…leadership.None can…” - There’s no space here

241 - “Afterward, the prototype was brought to Boston…” - Are we skipping the entirety of the Capitol Wasteland events?

246 - “…become the Forced Evolutionary Virus (see sidebar).” - where’s the sidebar? it’s no on this page (should be noted on page 247)

257 - “On a 1-4, includes at least one…” - should be ‘include’ for the tensing of the sentence

264 - “…other synths who attempt to escape life in the Initiative…” - I believe this should be ‘Institute’
There are instances of this replacement across the entire Commonwealth chapter on:
264 - “…revealed to the Initiative synth-hunters…”
271 - “…by the ruthless Initiative mercenary, Kellogg.”
271 - “…underground rooms, Initiative furniture and equipment can…”
285 - “…This fact is not beyond the ken of the Initiative, who would appreciate…”
293 - “…two synths created by the Initiative to think independently.”

265 - “One of these owners is the only survivor still within Vault 111 left alive, held in cryogenic suspension.” - This flies right in the face of what was just explained as a “rumored vault dweller” searching for their son
This is continued on p266 as the SS still being in cryo

268 - “…exhibits about conflicts in Iwo Jima and on the moon.” - Have we ever actually recieved in canon confirmation there was a battle on the moon vs. it being a metaphor for the space race as a “fight against communism” as opposed to just the usual Fallout propaganda nonsense?

270 - Slocum’s Joe coffee shop - should be pulled back one indent for the bullet point as it’s a location not a Mister Handy varient.

270 - “…coffee and donut company, “Slocum Joe’s”.” - it’s Slocum’s Joe

271 - “…been systematically used as rations over…” - the phrasing of this is confusing, you can’t really use a facility as a ration, it has rations within it that are used.

278 - “…finding a location to secrete the radioactive cores…” - should be to secret, like to hide

283 - “Individuals are often wander around its area…” - This phrasing is off, the verb tensing is at least.

290 - “…in the Commonwealth, this ship can provide…” - Should be ‘shop’ not ship

293 - “…having to remind his brother of Yefim’s responsibilities.” - Vadim is already reminding his brother (Yefim) of his responsibilies so it’s referencing the same person twice.

300 - “…due to banks, businesses and high-class apartments, these…” - Missing a comma after businesses

305 - “General Atomics used this building by General Atomics to produce…” - I mean, speaks for itself

306 - “…use or reuse as a magnet few…” - missing a verb, likely ‘acts’ which can fit on the lower line.

308 - “…to work (for example, an airplane, robot, or tank” - no closing parenthesis

313 - Heading - Skill Tests p314 isn’t noted here as a main heading

314 - “…you decide which situations tests are required and how…” - the flow is weird here because it seems to be missing a word to help make more sense. There seems to need to be a pause here somewhere or a rearranging of phrase.

315 - Complications - the first paragraph doesn’t actually re-explain what a complication is (rolling a 20) it gives a critical success and then complication but doesn’t name either expressly

321 - “…quest that might be involve dealing with them!” - removing ‘be’ cleans up this sentence, it’s on the last line you can remove it without messing up the spacing

325 - “Check an abandoned mine is safe for the…” - seems like there should be some additional work like ‘if’ or ‘that’ after check here

328 - “…you can change the amount of XP gained in campaign in order to either slow down the levelling process (to give a longer campaign) or speed it up (to allow the PCs to get to higher levels faster).” - By how much? The experience table on p329 doesn’t offer how much to increase or decrease by for fast pace or campaign pace

329 - Experience point Rewards - “This level can also be used, in conjunction with the loot tables (p.200), to help determine any gear rewards.” - How do the loot tables line up to the level increments?
Does this tie in with the ‘Leveling up NPCs’ on p338 in some way?

331 - NPC Reactions (333) and Defeating or Overcoming NPCS (334) do not have lines on this page under the main chapter list even though they are headings

335 - “…junk with a rarity defendant on the type of NPC.” - ‘dependent’ not defendant

339 - Not sure where else to put it, but since feasibly we’d want to create our own creatures/characters can we get a list of Special Abilities somewhere?
If it’s in the GM toolkit it’d be useful to call out (haven’t read it yet)

342 - Weak Spot - “This does not apply against hits which hit the head due to random chance.” - The weak spot is the torso not the head

343 - Mongrel Dog - “Add the Feral, Aggressive, and Immune to Radiation special abilities” - Without a list this is going to be frustrating to find and apply quickly
The same can be said for Not Just Smoothskins on p393

345 - Mirelurk Hunter - “Their shells are typically more resilient, and they have developed the ability to spit an acidic substance at their prey.” - They have no attack for acid on their block, nor are their defences any different than a baseline mirelurk

356 - Ghoul - Is this 3 damage at once, or can it stack up over time?
I only note it because it’s naturally immune to radiation so it’d be something to track in relation to it or note multiples of 3
- Radiation Pulse (356) seems to imply that it’s 3 damage at once, and therefore every multiple

359 - “…military chatter on repeat or mysterious messages…” - Missing a comma for completing this list

360 - “…that were used from everything from domestic aid…” - They were used ‘for’ everything from etc.

365 - Self-Destruct - There is no weapons profile for this option in Special Abilities

371 - Modified Mini Nuke - “21 DC Physical damage” - where the heck do I get 21 dice for this?

382 - Brotherhood of Steel - Chain that Binds - Can we get a rank list for the BoS to understand how that ability would work…down the chain of command as it were?
I mean we can look up the Fallout 4 hierarchy but why do that when it could be explained in a box-out?
- For example p385, who’s lower than a scribe?
– Unless “lower level” implies here literal character level, but I’m assuming it means rank, maybe clarifying that would help

388 - Raider Psycho - “and have tougher armor that covers more of the head, arms and torso to protect them in melee combat.” - They don’t have any armor on their head, and they aren’t too much tougher in melee protection than a baseline raider

388 - Raider Psycho - “2 (Torso), 2 (Arms, Legs)” - This can be re-written as ‘Arms, Legs, Torso’ as weith Phys. DR on the left

390 - IN CHARGE - I guess this is the same question as CHAIN THAT BINDS - is there a ranking or is it literal character level?

391 - Atom’s Glow - It mentions little/big being factored in already, but I feel it prudent to ask if this is factored into the stats? (looks like it but I don’t recall if it’s called out that abilities that affect statistics are already factored rather than just health affecting ones)

393 - “Adding the Immune to Radiation special ability).” - unecessary parenthesis here

397 - Vault Dweller - Vault Kid - This just copies the character creation text, it’s not rewritten as if it’s an NPC
Same with Educated
Same with Gifted

401 - Quest Overview - not listed here even though it’s a header

402 - This quest can also serve as a sequel to the Fallout 2d20 Starter Set campaign, Once Upon a Time in the Commonwealth…" - Which…isn’t out?
I get referencing other stuff that’s already out but this is pretty new

409 - “…but agree to visit the medical clinic after they finish with their day’s work.” - Unless…they forget again?

414 - “…the synth replica guards posing as Gunners at the entrance…” - The textbox said they were raiders, not gunners.

416 - “…the Chief Scientist explains the Institute’s Master Plan.” - Wait…so that’s what Fallout 4 was about? (I kid, but, a lot of us are still unsure as to what the Institute was really trying to achieve)

7 Likes

Gamemaster’s Toolkit

  • Booklet

-the booklet does not have the bottom borders of the pages on them, much like the core rulebook

-Bookmarks:
– Handling Faction Reputations - should not be under ‘Faction Reputation’ as it’s not even on the same page and isn’t associate with that entry

– Character Faction Reputation - should not be under ‘Improving Faction Reputation’ as it’s not under that entry, it’s a table at the top of the page itself it should be under the first Faction Reputation entry before the second.

– Character Travel Speed - Should be under Travel and Terrain

– Travelling Speed Through Different Terrain Types - Should be under Travel and Terrain

– Quicksand! - should be under Marshland

– Avalance! - should not be under Quicksand! but should be under Mountains

– Destination - Should be under Navigating the Wasteland

– Choosing a Path - Should be under Navigating the Wasteland

– Navigation Action Point Spends - should not be under Navigation Difficulties, but should be under Staying the Course

– Location Category - should not be under Location Scale but should be under What is the Location?

– ‘Other’ Found Items - Should not be under Location Scale but should be under What is the Location?

– Unique Laser Musket Capacitor Mods - Should be under the first Energy Weapon Mods entry

– Unique Gamma Gun Mods - Should be under the first Energy Weapon Mods entry

– Unique Gatling Laser Mods - Should not be under Unique Flamer Mods, but should be under Big Gun Mods

– Unique Junk Jet Mods - Should not be under Unique Flamer Mods, but should be under Big Gun Mods

– Unique Minigun Mods - Should not be under Unique Flamer Mods, but should be under Big Gun Mods

– Unique Missile Launcher Mods - Should not be under Unique Flamer Mods, but should be under Big Gun Mods

– Unique Sword Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Machete Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Ripper Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Shiskebab Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Bat Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Switchblade Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Board Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Lead Pipe Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Wrench Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Pool Cue Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Rolling Pin Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Baton Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Sledgehammer Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Super Sledge Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Tire Iron Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Walking Cane Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Boxing Glove Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Deathclaw Gauntlet Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Knuckles Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Unique Power Fist Mods - Should not be under Unique Combat Knife Mods, but should be under Melee Weapon Mods

– Ballistic Weave - and following subtable of Armor Ballistic Weave Mods, should not be under Clothing, Outfit, and Headgear Types. They’re their own table

– Vault Jumpsuit Mods - should not be under Ballistic weave nor Clothing, Outfit, and Headgear Types. They should just be Under Apparel

– Raider Armor - Should be under Armor

– Metal Armor - Should not be under Leather Armor

– Combat Armor - Should not be under Metal Armor

– Synth Armor - Should not be under Metal Armor

– Vault-Tec Security Armor - Should not be under Metal Armor

– Unique Leather Armor Material Mods - Should not be under Unique Raider Armor Material Mods, but should be under Armor Material Mods

– Unique Metal Armor Material Mods - Should not be under Unique Raider Armor Material Mods, but should be under Armor Material Mods

– Unique Combat Armor Material Mods - Should not be under Unique Raider Armor Material Mods, but should be under Armor Material Mods

– Unique Synth Armor Material Mods - Should not be under Unique Raider Armor Material Mods, but should be under Armor Material Mods

– Unique Raider Power Armor System Mods - Should not be under Unique Raider Power Armor Upgrade Mods, but should be under Power Armor Mods

– Unique T-45 Power Armor Upgrade Mods - Should not be under Unique Raider Power Armor Upgrade Mods, but should be under Power Armor Mods

– Unique T-51 Power Armor Upgrade Mods - Should not be under Unique Raider Power Armor Upgrade Mods, but should be under Power Armor Mods

– Unique T-60 Power Armor Upgrade Mods - Should not be under Unique Raider Power Armor Upgrade Mods, but should be under Power Armor Mods

– Unique X-01 Power Armor Upgrade Mods - Should not be under Unique Raider Power Armor Upgrade Mods, but should be under Power Armor Mods

– Unique X-01 Power Armor Plating Mods - Should not be under Unique Raider Power Armor Upgrade Mods, but should be under Power Armor Mods

– Power Armor System and Plating Mods - Should not be under Unique Raider Power Armor Upgrade Mods, but should be under Power Armor Mods

– Noxious Plate - Should not be under Serrated Plate, but should be under Robot Armor

– Toxic Plate - Should not be under Serrated Plate, but should be under Robot Armor

– Actuated Plate - Should not be under Serrated Plate, but should be under Robot Armor

– Voltiaic Plate - Should not be under Serrated Plate, but should be under Robot Armor

– Hydraulic Plate - Should not be under Serrated Plate, but should be under Robot Armor

-Content:
–Chapter 1: Gamemaster Options

p5 - “They can only choose this option once during an extended test.” - The entire group can only do it once, or each player participating in the test can only do it once?

p5 - “Difficulty Reduction:” - Extended tests haven’t set down how to set the difficulty at this point, which…is actually a good question given they’re a little different than normally working things out.
How do you set the difficulty? Is it like a normal Skill test?
The example provided on p5 doesn’t set a difficulty at least.

p5 - “The stress track’s resistance reduces by 2.” - Is ‘Stress Track Resistance’ just the resistance of the overall Extended test? We haven’t heard this terminology yet.

p6 - “…from militaristic technophiles the Brotherhood of Steel…” - I feel a hyphen after ‘technophiles’ would help the flow here, it needs a pause at least somewhere

p7 - “A player character begins with a reputation rank of 1 with each faction they encounter.” - So how does this work with entire groups of players?
Do they individually track their reputations, or is it the “best” of the group used?
- This question continues into p8 where you are determining how reputation is affected based on quests as well.

p8 - “You can ask a faction for supplies, gear…” - What sort of limitations exist on just how much and what kind of gear/supplies the players can get ahold of?

p9 - “NORMAL SPEED” - How is normal speed a type of terrain?
Apparently it’s for areas like Ruins on p14, it may be useful to note that earlier

p15 - “…in the past, all later tests to navigate have their difficulty reduced by 2, to a minimum of 0.” - All later sort of sounds like it implies that this first new trip doesn’t take that bonus
That isn’t the case right? It’s implying you’ve been on the trip before and now all tests take -2?

p16 - “Travel speed and how long you can travel before tiring is covered on p.■■■.” - placeholder

p16 - “Also remember that any factors affecting visibility (such as fog, poor lighting, or terrain, described on p.■■■)…” - placeholder

p16 - “If you’re relying on gut feeling, you may roll LCK + Survival instead, without needing to spend any Luck points.” - This sounds exploitable by someone with a high luck build oddly, so does even hearing a rough direction block this option out?

p19 - “…and thus reduces 8 item categories (4, x2 because the location is Small).” - Can you explain this more, maybe in an FAQ, like exactly how the numbers are getting reduced? I’m not really seeing it as I read it.
I think it’s clothing -1, armor -2, beverages -2, junk -1, weapons -1, ammunition -1, but if armor and beverages are accurage then why aren’t they 0-1 as the minimum got reduced to 0, right?

p19 - “Take a number of * equal to the PCs’ levels…” - All of the pcs in the group, or the highest level of the group?
Basically, if there are 4 level 3 pcs, is it 3 dice plus difficulty, or is it 12 dice plus difficulty?

p19 - “If the hazard is occasional, each instance of the damage inflicts 3 DC damage, +1 DC for every four levels the location has…” - Is there a max on this in a similar way to skill difficulty?

p19 - “You may reduce the level of the inhabitants further to increase their numbers, adding +1 normal NPC per level reduced.” - Is that all npcs level reduced gets +1 NPC, or a total number more npcs equal to the number reduced?
Again, 4 pcs level 3, gets 4 npcs level 3. Reduce by 1 to increase npcs. Is the new total 5 npcs level 2, or 8 npcs level 2?
I feel like it implies the later, because it would be easier to include a notable npcs with a larger value of npcs present, but it’s unclear to me.

p19 - “If you’re using an area taken from one of the Fallout games or basing your wasteland on a real place you know.” - If X, then…what? The thought isn’t really complete.
Actually it’s kind of out of order, if you’re using the games or a place you know, then you can feel free to ignore these rules

p20 - “…as it serves as a nice reward for players, and reflects the computer games nicely.” - While they are all on the computer, they are also on more than just a computer (well, the newer fallout games at least which given the game is based on F4 it’s certainly a console game as well)

p20 - “There are two options here: one set for if you and your group are on the move, and one set for if you and your group have stopped somewhere.” - Where are these set apart?
Or is it indicating that in the results there are essentially two ways to present them while on travel or while resting?

p20 - “The PCs can get involved, or leave well alone, at their discretion.” - I believe the phrase is ‘well enough alone’

p21 - 12 and 19 are a repeat of eachother. I’d suspect this is an issue as even Dead Meat was changed slightly from it’s two entries.

p22 - “…but the door won’t without,…” - The door won’t open, it’s missing a verb it can’t really use ‘leads’ as its verb given the tensing of won’t without

p22 - Minefield - “The area is littered with 3+3 * fragmentation mines.” - So if any extra bombs are present, there’s also a corpse? Just want to confirm that the extra dice aren’t meant to be a one or the other situation.
Same statement for ‘Radioactive Barrels’
The second appearance of Minefield later on seems to imply that it’s the former as it denotes there are more than three mines possibly with no extra personage/creature in the field

p22 - Vertibird - “…the encounter’s Level is equal to the PCs’ level +2).” - All the pcs, or a single pc?

p22 - “…(1+1 DC Steel for ten minutes of work).” - is this all the scrap there is and it takes 10 minutes, or is it every ten minutes gets you 1+1 * of scrap metal?
If the latter what is the max scrap metal possible?

p22 - Wrecked Car - “…(equal to number PCs +1)…” - ‘equal to the number of PCs’.

p23 - “A merchant, sat in the company of one or two other scavengers, is sat at the fire…” - you can get rid of the second ‘sat’

p23 - “A merchant dealing in weapons and ammunition and accompanied by a pair of heavily armed mercenaries is resting at the campfire.” - could do with sectioning off ‘and accompanied by a pair of heavily armed mercenaries’ with a pair of commas.

p23 - None Shall Pass - “…multiplied by the level of the highest-level raider.” - how do we determine the level of the raiders?

p24 - Massive Monsters! - “…an albino or chameleon deathclaw…” - we don’t have stats for these
Unless they’re a standing for Mighty, but given that they’d have different abilities I’d doubt that

–Chapter 2: Equipment - Any changes that occured in the Core Rulebook (I’d suspect from my notes above on such things) should be reflected here.

p25 - You’re missing the Syringer Ammo table

p60 - Weapons Ranged table has the same issue as the core, hence my note of making sure any changes there get reflected here
The other issues noted in the crb tables are present as well

  • Check Rules Summary
  • Check Weapons Rules
    – Any changes to the baseline rules summaries or weapons rules (I’d also suspect from my notes above) should be reflected here.
6 Likes

I own the book, and I’m sorry to say, reading this makes me regret buying it.

What happened to the proofreading? It went to print in this state?

This just feels shoddy and rushed. I’m not sure how else to describe it.

1 Like

I agree on many levels. Especially since I purchased the G.E.C.K. One problem is likely that it is the same person who edited the book and proofread it. That is often a bad idea. The editor is likely very well quailified, but had too much to do. The main proofreading troubles is in the last half and it is also there that are quite a few annoying errors - such as the statlines for creatures and NPCs.

I am wondering if Bethesda wanted it out faster than Modiphiüs could deliver or maybe the book was rushed to try and minimise the delay due to the shipping crisis? It all speculation, however.

I do look forward to some official errata - even if the document will be quite comprehensive. My group will make characters today and I am looking forward to running the game.

The game plays well but there are many errors. Most of them are typos as opposed to game breaking. I know that the playtesting went on hiatus during the initial COVID stuff and that may have factored in to things. It really does come across as being rushed to meet a set release date.

1 Like

Question i see that you can encounter zetan and, they have alien blaster, but i couldn’t find any mod that does mean that the alien blaster can’t have mod ?

Question for development team:

Why attributes can’t go below 4? Is there any mechanical reason for this?

Basically: if your target number for a skill test is too low, the odds of success, even with extra dice bought, becomes too small. At 4, you’ve only got a little over 1 in 3 chance of passing a difficulty 1 test with the base two dice.

So, we set a hard minimum of 4 for PCs, partly to avoid those low numbers and partly to curb extreme min-maxing.

Thank you for fast answer Sir

I tried to search for a similar question but did not find one answering this but with XP rewards is it meant for the total XP to be divided amongst the characters (so 30 with 5 players equals 6 xp each) or is every character suppose to get the same total xp? (so 30 in this example). I ran a adventure recently and realized I didn’t know.

Beverages x2 - 2 = 0-2
Beverages x2 - 3 = 0-1

Junk x4 - 1 = 3-4
Junk x4 - 6 = 0-2

This is how these rules work. If you come to zero in the minimum amount, then you subtract (if anything else needs to be subtracted) from the maximum amount.

Psycho is the combat drug that is the foundation of all of you mentioned. In a computer game, it increases all damage dealt, so you’re not the first to ask how it works;)

It should also be noted that Psycho does not increase strength, only aggression. Maybe someone under the influence of Psycho has no qualms about killing and always probably pulls the trigger? :wink:

p15 - “…in the past, all later tests to navigate have their difficulty reduced by 2, to a minimum of 0.” - All later sort of sounds like it implies that this first new trip doesn’t take that bonus
That isn’t the case right? It’s implying you’ve been on the trip before and now all tests take -2?

Because when it’s not your first time in an area, it’s easier to navigate it. That’s why future trips to the same area have reduced difficulty, but your first one doesn’t get the bonus

pg. 342: Deathclaw stat block

“WEAK SPOT: If an attacker chooses to target the deathclaw’s torso, it ignores the creature’s DR. This does not apply against hits which hit the head due to random chance.”

I believe head should read torso in this entry.

A different question I have is why do Deathclaws feel so underwhelming? Several creatures and NPCs that have higher damage than them seem like they shouldn’t based on the videogames. Mirelurk hunters have 3 more CD on their claws and are level 12. In Fallout 3, Mirelurk Hunters had only 50 base melee, compared to the Deathclaw’s 100. In Fallout 4, Standard Deathclaws have 60/120 base melee, while the Mirelurk Hunter catches up a little at 50-75 melee. But that hardly matches or even exceeds the horror of the “1 hit 1 kill” deathclaws we experienced playing through Bethesda’s games.

I’m aware Deathclaws have Rend, but even with rend the deathclaw is making an attack at difficulty that still does less damage than a Mirelurk hunter. Deathclaws were things you had to bullfight and kite away because they could kill you in one hit. These things in 2d20 are basically as deadly as a particularly strong man with a baseball bat. What happened here? Why do they seem so weak? There are other creatures in the rulebook that are actually deadly (and correspondingly a higher level)

This could have been done intentionally, but it seems more like an honest mistake as there is no explanation as to why they are so weak when the lore also says they are incredibly deadly.

Is there an errata I missed or are the designers going to leave it as is?

Just found and bought the core book at my local game store. After reading these forums I get that the book has just been released, and apparently there are quite a few errors in the first printing. I think I’ve seen close to 60 different issues posted in these forums. Does anyone have a link or information on correction timelines? I’ve downloaded the pdf but it has the same errors.

1 Like

Hi, just want to confirm: is there no extra damage for headshots? Feels weird that most characters can take a .308 or even .50 to the head with no helmet and walk away from that.

I mean characters in the video game survive getting shot in the eyes (valid V.A.T.S. targets in the old games) without lasting issue. It’s just one of those abstractions that helps keep the flow going.

Most shots to the head a) don’t have to contend with as much DR and b) inflict Stun on an injury which is very potent.