It is, super, super fast though. We’ve been playing since July and much of the group is 20th level using the XP guidelines for creatures and quests in the book.
Can anyone explain first aid to me? In the book it says its a major action, but nowhere does it say there is an limit to how often it can be used or that says it can’t be used out of combat. Can you use it out of comabt, and if so can you use it more than once one the same person? If so, that means you can just full heal after every fight. This makes there being HP healing from food and drink pointless
IIRC - Actions are done during combat turns, so once combat ends First Aid is no longer an option. It’s weird but seems to be how it’s done.
Scenes are mentioned occasionally in the rulebook. I have an understanding of scenes from ST:A but they aren’t explained in the core book. Is this game scene based or are the mention of scenes in the rules an artifact from other 2d20 games? Or did I somehow miss it? Thanks
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Power armor pieces are useless without a frame, which is very expensive (note: PA price and weight columns are swapped)
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NPC stats do not necessarily add up.
In part because they did initial stats them adjusted.
Swapping a stat or skill is perfectly valid. In the Protectron case they may have left things open for a variant that uses another ranged weapon or has different skills.
Gun Fu Questions here- Can a player who triggers gun-fun get to use the same “location” (assume head) of the original shot - for all the additional shots the gun-fu allows? Does the subsequent targets also get the same “Effect” bonuses (example: the weapon has piercing 2 and they got two “effects” for 4 piercing - does that Piercing apply to the additional gun-fu shots). The player argument is since it does the same damage all things about the damage roll carry forward to additional targets.
Carrying all the effects absolutely breaks things once spread and piercing and burst start getting used.
I was running my by-weekly game yesterday and one of my players wanted to craft a quick eject mag for his pipe-gun. Problem is - there are no mags on the crafting table… As you can craft them in the game, I do presume that it is an error.
Also there are also a reference to a tuned reciever in the Hunting Rifle description. My guess is that it has been cut, as it does not show up anywhere else…
There’s a few mods that were cut or left out
There are a ton of problems with the crafting system in the book. Things listed as options in one place but missing in others. Options missing entirely. I spent the better part of a week putting together this spreadsheet.
Feel free to use it. I filled in the obvious mistakes as best I could and it gives you a one stop shop for all your crafting and modding information needs. For gun mods, you can filter to include that gun’s name in the far right column and it will only show you the mods that gun can take.
Thhank you. I might use it. I do not use my computer, nor a tablet when gaming, but lets see. I did have a thought of doing something similar, but now I do not have too
All of the Small Gun mods follow a pattern for complexity.
complexity = 2 + perk rank
So the Quick Eject magazine would be 2 + Gun nut 1 (from the equipment table) = 3
Since it requires a perk it would be an uncommon recipe.
Curious about the carry weight rules for Brahmin.
After choosing a Trader Ghoul as my PC I quickly became over-encumbered during character creation, however, the stat block for Brahmin states that they are adept at carrying heavy loads. I can’t find the rules for NPC/Creature carry weight anywhere, has anyone come up with a decent ruling for this?
P183 of the rulebook (equipment) covers pack brahmin. It references the basic brahmin profile on p341 but also says the following:
“PACK BRAHMIN A large, two-headed mutant female cow used as a pack animal. The brahmin’s profile is on p.341, and they can carry up to 500 lbs. of weight…”
It then goes on to talk about the brahmin producing milk and fertiliser for you.
It would be ideal if this were either referenced on p341 with a "brahmin can be used as pack brahmin (see p183) or if pack brahmin had their own complete entry as a denizen of the wasteland.
I agree it totally break things, but with no clarification in the rules stating otherwise the vague wording leave it open to the classic RAW vs. RAI argument. I really hope we get a comprehensive official errata at some point.
It’s doubtful there will be any real clarifications anywhere. I love Fallout, I enjoy running the game but I enjoy the game despite the rules not because of the rules. I’m already working on my own homebrew 2.0 to address what my group has identified as problems.
Sledgehammer, page 111, I know in FO76 this is considered a two-handed melee weapon for humans sized users, and if my memory is correct even in F04 it was two handed (I may be wrong here). I know FO:RPG is based more on FO4, but shouldnt this weapon be a two handed weapon like the super-sledge?
I 100% agree. This is another in the long LONG string of editing failures in my opinion.
Trying to wield a sledgehammer one handed should be a quick way to dislocate a shoulder and possibly hit a party member in the process.
Could up the complication range but again that’s not RAW anywhere.
Just do as I did and count the sledgehammer as 2-handed.
While there is nothing but common sense indicating that this was a miss during editing, I would say that common sense alone (and I suppose the fact that there are dozens of obvious editing failures with more evidence) is plenty of evidence that they never actually intended the sledgehammer to be 1 handed.