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 Arms Table Proposal

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Deodanth
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Deodanth


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Join date : 2009-04-29
Location : SSN Nausicaa

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PostSubject: Arms Table Proposal   Arms Table Proposal EmptySat May 02, 2009 9:46 pm

I would like to suggest a couple of additional rules which would help players influence the outcome of Arms finds.

Proposal #1: Character Perks

A character with the Explorer perk adds (20 + Luck attribute) to the arms chance.

The Ranger and Scout perks each add a flat +10 to the arms chance.

In order to rate the bonus, a PC must participate in at least 50% of the salvage operation or be the "finder" of a cache. Multiple perks can add to the same arms roll, but each perk can only be added once.
Example: Tom, Dick, and Harry locate an abandoned bunker and work together to harvest the find. They can each contribute a different perk, but if all three have the Scout perk it still only counts once.

Proposal #2: Critical Success Margin

Critical success on an Arms roll is one-tenth the total Arms Chance or the main character's Luck, whichever is higher. If the crit margin or less is rolled, you get two rolls instead of one on the Arms Table.
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Deodanth
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Deodanth


Posts : 15
Join date : 2009-04-29
Location : SSN Nausicaa

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PostSubject: Re: Arms Table Proposal   Arms Table Proposal EmptyTue May 26, 2009 12:12 pm

Any thoughts on the above mods?

Also Felix proposed some additional results on the table, i.e. vehicle mounted weapons and ordnance.
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Posts : 12
Join date : 2009-04-29
Age : 35
Location : The Pitt

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PostSubject: Re: Arms Table Proposal   Arms Table Proposal EmptyWed May 27, 2009 5:26 pm

I like this. Sometimes I feel that the perks scout or other outdoorman-esque perks out there (some which don't give a bonus to the outdoorsman skill) kind of go off the radar and this is to be expected in any game. Gaining a +10 because you know the land, know how to work the land, and/or know how to get to the land sounds more than reasonable. With that said; I completely disagree with Deo but thats just me.
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Conrad
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Conrad


Posts : 59
Join date : 2009-04-22
Location : Charlottesville VA

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PostSubject: Re: Arms Table Proposal   Arms Table Proposal EmptyWed May 27, 2009 10:12 pm

While I can honestly say that the outdoors skill does come into play often in our games, the chances for special encounters do not. The players do not explore enough to be able to utilize the benefits of such skills but I am sure that will change as more land is needed and holdings sought after. As it stands what you propose is ideal for our campaign and I am intrigued by your proposal. I am thinking perhaps unique perks need to be cycled in that affect large scale operations such as salvaging and trade but you kill two birds with one stone with what you’re suggesting. Turning a bonafide perk into dual beneficial for the user.
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Deodanth
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Deodanth


Posts : 15
Join date : 2009-04-29
Location : SSN Nausicaa

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PostSubject: Re: Arms Table Proposal   Arms Table Proposal EmptyThu May 28, 2009 11:17 am

Yeah, obviously Explorer and Scout play their parts in the Fallout CGs but the mechanic for encounters/item drops is hidden from view. Mostly I came up with this as a way to get those arms chances up from the measly 20-30% that is on some of those salvages out there tongue

And let's not forget that tools we really need are in the crafting and research rules... cause as a faction that's where we stand to get our real power. (Now get to work geeks!)
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