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DeepSpaceBass

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A member registered Oct 31, 2023

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(3 edits)

When I think about player power scaling in terms of this game, I don't think about a regular wastelander shit kicking radroaches. Im thinking about the players being a team of Fallout player characters. Damn near superhuman from the get-go (the courier's invincible brain matter, the vault dwellers absurd level of bravery, the chosen one's divinity) and incredibly strange in most company. These characters, thanks to tricks, all have a "build" in a very 5e feeling sort of way. They all have a quirk that they do very very well, but generally suck at other things until way later.

I would expect from a design standpoint for you to lean into this. The gunslinger should be hitting pretty consistently from the start, the hacker being able to do some pretty crazy stuff from the get-go, etc. I would think a lot of the limitation on the characters would be based on gear. IE the gunslinger can't kill a Deathclaw with a .357 magnum, the hacker can't pilot a robot without a set of control modules, etc. A solution similar to Mausritter, where you need to spend a lot of money or have certain loot to take on a certain subset of enemies would feel very fallout in that you spend a lot of the game in pursuit of gear to take on the big bad. 

So TL;DR I would push some degree of character progression onto neat gear, so they gradually gain small amounts of power through XP, but move up in total potential via cool gear. Initial thoughts:

  • Damage dice threshold for enemies (defeating the enemy in alternative ways still viable) make this number known to players
  • Items that give stat increases either permanent or contextual
  • Drugs that give characters the ability to defeat stronger enemies, sooner, at a consequence. 

Hey hey! Just wondering how your playtesting is going? 

Glad you're feeling better! Can't wait for the update! As Ive said before I'm more than willing to pay for this system in any manor.

Hey man just wanted to cheer you on and let you know that I'll be buying a physical copy of this as soon as you're ready to bring it to print. Cheers!

Heya! Just ran a one shot with what I assumed last minute and I got pretty close to what you have in your manuscript.

I ran this  Re-Energizers - Catthulhu | DriveThruRPG

HP

For this I just used the creatures straight up HD value as their HP. This produced what I felt were pretty squishy creatures, so I think you might be right with HD+5, or maybe HD+2

Damage

I think d6 is a bit high. I used d4 for most attacks and scaled it similarly in the same way. I decided to use critical hits as dealing max damage on a single die instead of doubling the dice, I think this is much more forgiving for both creatures and the players. 

AP

I removed armor more or less on all creatures in the adventure. This may have contributed to them being a bit squishy. 


The special effects and ability I never got a chance to use. So far so good however! Players loved the system! My only thought though is that the Follow Through trick is so extremely good, especially on a level 1 character. I'd probably limit it to a number of extra enemies equal to their Strength score, theres also no real idea to the limitations of Relentless other than the player being invincible, so I instead limited it by "You're up below 0 HP but if you go below your health in the negative you die instantly" 

Hey man! Hope you get well soon, and love all your work! I hope this doesn't bother you but do you have basic guidelines to convert B/X creatures to this system?