![]() Expert proficiency requires character level 6 be reached, Master proficiency requires Level 12 be reached. There is no separate skill system, instead perks grant advanced (+2), expert (+4) or master (+6) proficiency. Perks have a minimum ability score to gain them. A character gains a perk on each level up. ![]() There are no negative ability modifiers.Ĭharacter advancement centers around perks. When making an attribute check roll d20 + 1/2 the ability, round down. A beginning character has 21 points to distribute over the attributes. Perception encompasses Wisdom and manual dexterity, Agility is just that - so in effect dexterity is split up. Strength, Intelligence, Charisma directly map in name, Edurance = Constitution. ![]() The first six map almost directly to their D&D d20 counterparts. There is no level cap.įor those not familiar with Fallout the seven attributes are what makes you S.P.E.C.I.A.L. ![]() All level determines is eligibility for some perks and hit points. I'll eventually crib up some d20 modern materials as well but at the moment let's talk system core. The system foundation is 5e d20, with the concepts of bounded accuracy and the advantage/disadvantage. So, I have ideas sloshing around in my head, might as well throw them out. There's also a minis combat game coming out soon so there will be minis available to use. I've been playing a lot of Fallout 4 recently and have become a little enamored of its character generation and advancement system and I've started wondering about translating it into a tabletop system. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. Archives
December 2022
Categories |