Talk:Fallout (5e Campaign Setting)

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rating 1/5[edit]

has some links but does not have any descriptions on classes/races/etc. most of the links on the first page leads to other pages with no descriptions or dead end links.

Incomplete[edit]

I like the concept (sort of), but it seems to need work. --Redrum 18:03, 7 December 2016 (MST)

Contradictions and vague ruling[edit]

I'll kick this off with no introduction and get right to it. Theres a lot of rules that seem nonsensical or contradictory, and I want to bring them to attention.

Power armor

Under the power armor section it states that T-10f is a frame which armor pieces can be attached, this is vague, and can lead people to assume that you can wear power armor without the frame, but I'll assume that it must be worn on the frame, and the can was to signal you can wear it alone.

Power armor, as represented in the bestiary, does not match how its presented in the page dedicated to it.

The BOS Knight has an AC of 15 with T-45F, but looking at the power armor page t-45f with a frame would give a score of 14 (13 if we're to assume the t-10f is not included). Additionally t-45f should give the knight a Dexterity score of 9, however theirs is a 14.

This same inconsistency is present on every power armor wearing NPC in the bestiary.


Radiation pool

The Rad Dice situation seems very poorly done, having the dice increase in size per level, but having the same possible minimums.

Allowing them to be rerolled upon a rest, potentially causing what was pitiful amounts of radiation to now be fatal if your new roll is worse.

Not having the Rad Dice feature carry over to the humanoids in the bestiary.


Misc issues

I'd recommend including a few generic starting money amounts, I replayed the starts of fallout 3 and new vegas and found the lone wanderers starting equipment to be worth 113 caps according to the listed equipment chart, and the couriers to be, (for a guns leaning, minimum skill, starting equipment) worth 305 caps. So do with that what you will.

I'd say have some potential preset starting equipment/caps based on background. Because as it stands currently, the DM is forced to finish the rules based on character creation, which they shouldn't have to.


Potential fixes

Power armor: • Clarify the wording on t-10f to state whether or not the frame is necessary. • Increase the AC bonuses, as it currently stands regular combat armor can outperform power armor. • Change the power armor wearing NPCs to reflect the rules appropriately.

Rad dice: Have the dice reflect their Constitution score -5 to 0 = d1 +1 = d4 +2 = d6 +3 = d8 +4 = d10 +5 = d12

And have the amount of them equal the characters level. Or, if you want to keep the amount small, you can have it based on their proficiency score, half their level, or some other metric.

Starting equipment: Theres a lot of ways to go about this, but the simplest would be have it based on their characters general background, and take inspiration from how 5e does it already.

Poor (Beggars, wastelanders, etc.) 3d4×10 caps

Average (Raiders, Citizens, Couriers, etc.) 5d4×10 caps

Well off (Soldiers, Merchants, etc.) 7d4×10 caps

Rich (BOS soldiers, Enclave soldiers, settlement leaders, etc.) 10d4×10 caps


In closing

Overall, I think that the work put into this is really great so far, and I noticed a big increase in content and formatting being done recently. I know from experience that it's a big undertaking to try and make something so expansive, and have it hold up to the reference material, but I just wanted to bring to attention a few glaring issues I seen in it, and give a few possible fixes.

~Dren Emelia, April 10th, 2022

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