It looks like nothing was found at this location. Maybe try a search?

Your source for post-apocalyptic news

Discussing: Special Page not found | No Mutants Allowed

It looks like nothing was found at this location. Maybe try a search?

Your source for post-apocalyptic news

Page not found | No Mutants Allowed

It looks like nothing was found at this location. Maybe try a search?

Your source for post-apocalyptic news


Tuesday, August 20

Special by Odin - 7:28 -
I noticed over at DAC that JE Sawyer posted some comments about the SPECIAL system in this thread on the Something Awful forums:
* 1) instead of having wildly varying formulae for determining the initial starting values of skills, add four specific stats together. small arms might be PER + PER + AGL + AGL. doctor might be PER + INT + INT + AGL. this results in a starting range of 4-40 for all stats, though scores will tend to hover around 20ish for many. TAG skills are doubled after the initial calculation.

WHY: because the formulae used in fallout and fallout theoretically reflect the inherent difficulty of certain skills in comparison to other skills -- but this isn't reflected elsewhere in the system. also, it makes it difficult for designers (or GMs) to assign difficulty, since each skill has its own difficulty scale.

e.g.: doctor starts using some ridiculously low formula that will almost assuredly result in a very, very low starting score. melee starts using a formula that will quite often put you over 50 at the start of gameplay. but wait -- if you start spending skill points on your 15 doctor skill, you can quickly raise it at a 1:1 cost until 50. your 65 melee, on the other hand, takes 2 points per point of increase up to 100. in effect, the "hard to learn" skill is actually easier to learn in game than the "easy to learn" skill. whoops.

e.g. part duh: my doctor skill is at 15 and my first aid skill is at 60. the difficulty to mend a broken limb with doctor is 20 (made up), 5 above my starting value. the difficulty to heal 3 points of damage with first aid is 65 (made up). based on this, what should the difficulty for repairing light damage to a broken computer be? the fact is, individual difficulty scales have no real bearing on the difficulty of tasks for other skills. despite this, all skills advance according to the same mathematical formula: from 1-50, one point. from 51-100, two points. 101+, four points. any uniformity in the system is lost because there isn't a universal scale for measuring difficulty and generating scores.

the benefits of changing the system in this manner would be: a universal scale for skill progression that is much clearer to the player, a scale that is consistent in all of its elements (generation, progression, checking), and a scale that is easy for a GM to set difficulties for.

* 2) collapse first aid into doctor and make basic healing simply a low difficulty task for the doctor skill. these do not need to be two separate skills. at low levels, doctor is often useless and at high levels, first aid is often useless.

* 3) instead of small guns, energy weapons, and big guns, use pistols, rifles (includes shotguns), autofire, and heavy weapons. it more accurately divides the weapon skills by type. nothing kills the hard-on you have for your sniper character like picking up a laser rifle and finding that you're completely incompetent with it.

* 4) remove percentile damage reduction and replace it with a damage threshhold. percentile damage reduction is a pain in the ass to calculate, and it results in some downright stupid situations. a leather jacket that protects against 20% of damage would actually help you more against a 100 point rifle shot to the chest than a 10 point handgun shot to the chest. what. on the other hand, if it were a damage threshhold, the leather jacket might help a reasonable amount against the pistol shot, but it will barely protect at all against the rifle shot.

* 5) armor class should be solely derived from things that make you hard to hit, not from things that should absorb damage. the division between damage reduction and... i guess i'd call it "dodging" should be pretty heavily emphasized. hell, include a dodge skill that players can jack up (though it may be limited or penalized for heavy armor/high encumbrance). not everyone wants to make 2-ton juggernauts trudging across the desert in power armor. some people like to make stealthy mcdodgealot in desert camo hopping out of the darkness to snap necks and swerve around dozens of bullets.
Poof, long post...

Name:
Email:
Password:
Comment:


Register
Retrieve Password (Note, NMA staff cannot manually retrieve passwords)
Page not found | No Mutants Allowed

It looks like nothing was found at this location. Maybe try a search?

Your source for post-apocalyptic news