Errata: Wasteland Warfare came out in 2018, and the RPG came out in 2022. Support the channel by joining my Patreon! www.patreon.com/thaumavore Sign up for my newsletter! bit.ly/ThaumavoreNewsletter
For the people disappointed that the core book only allows Fallout 4 content, the Wanderer's guidebook gives info on pretty much everything you need for west coast play, including night kin, ncr, the Master, Frank Horrigan, etc. The Settler's guidebook allows for settlement building and important npcs like Preston, Mama Murphy ,Deacon, etc. Even Dungeons and Dragons doesn't fit every setting in a single book.
1. Modiphius Entertainment is working on a west coast campaign/sourcebook set primarily around New Vegas called "Royal Flush". It's set to release in Q3. 2. Astoundingly Awesome Tales: Showdown in Skull Canyon (pre-made adventure) is set in the west. It features NCR Rangers.
If your GM won't give you the right ammo types for your gun that's a GM problem, not a system problem. And I personally love the details of the game. Great Video by the way.
Hunting down the correct ammo is mitigated by the Luck stat. Spending luck specifically mentions ammo, which I as a GM would basically let them change which ammo type they find. So if they save a point of luck for scavenging, they are good to go. Just my two cents! ❤
I remember reading in an interview I can no longer find that one of the big reasons the game has so much stuff that's identical to Fallout 4 was mandated by Bethesda, including some of the survival mechanics. But yeah my experience with the game mirrors the opening take. We first treated it like D&D and it didn't work out well. We went all in on spending and gaining AP like the game intended and it worked WAY better.
One thing to consider about the ammunition thing: In the video games Ammo could be considered a currency. If you play without ammo weight, ammo you are not using can be bartered at a settlement.
For me one of the biggest disappointments for this game was the focus on fallout 4. Boston was cool but we all just played in that map and fallout 4 is the least hardcore RPG out of all the games. I wish they embraced the older games in the rules and setting. I think they chose a unique and new city out of the way of the games like Indianapolis and filled with locations to explore that would have been way better.
100% second this. Fallout 4 and 76 are disappointing games among more hardcore/original fans. Even Fallout 3 disappoints some. Relying so heavily on the 4 is one reason I won't be buying the product. Glad Dave's around to provide these useful commentaries.
That's because Modiphius were unable to afford "the Fallout licence." They instead paid for "the Fallout 4" licence, with an option to expand that out later on. They did the same thing with the miniatures game, Wasteland Warfare, starting with an FO4 focus but later being able to expand the licence to include New Vegas and other entries in the series.
@@adamwhitehead7289 Interesting. Thanks for that information! I don't have bad feelings toward Modiphius, as I have always had an appreciation for the art and mechanics of Mutants & Masterminds (or whatever it's called).
@@cosmiccowboy9358 I mean... not really? It was a shooter game where virtually every side quest is just killing mobs, half the quest-giving population has to be unkillable because devs didn't write intricate questline fulfillment or endings, there's almost no dramatic decisions in the plot until the very end, there's almost no lovable characters, and the atmosphere/ambience just wasn't Fallout at all. What was *good* about the game? It introduced modern FPS interface. No really, imagine if FNV had the physics and interface of F4, and it becomes quite obvious how F4 is just embarrassing.
Originally, when the first Fallout game was being designed, it was going to be based on GURPS, which I think would have been a big win for the system. But somewhere along the line Steve Jackson decided to pull out so they had to rewrite the part of the game they had already written and create their own new system for the game.
Good review and well made video. You let your voice flow naturally in the edit instead of chopping it up in such a way to that sound like you never take a breath like some youtubers do. I appreciate that! You also themed your presentation to match the game you are reviewing and that is a nice touch. Keep up the good work!
Fantastic review! I feels like you covered everything I could have hoped for, warts and all, and made it easy to pull the trigger on the Starter Box before going for the full rulebook. Thanks for all you do.
We live in a glorious time for TTRPGs in that if you want to play in the Fallout setting you have a LOT of systems to use, depending on your tastes. My only beef with Modiphius has been how unpolished their products have been (*cough* Dishonored *cough*). I love the Pip Boy sound when zooming in. 😊
the Fallout 2D20 books have been full of mistakes, but Modiphius does correct them, both in their PDFs and subsequent print runs. I got the core rulebook in hard copy a few months ago and all the mistakes listed in the current errata had been corrected in my print copy.
The Dishonored RPG was quite fun, but yeah, the rulebook was full of errors... It felt like none of the page references actually pointed to the right page and it wasn't well organized.
Shouting out Vermillion Miniatures genuinely made my day. They have been the only consistent source of custom quality Fallout themed miniatures that I have been able to find and they deserve all of the support they can get. Such a great team making truly amazing minis. XP to Level 3 (Arcane Arcade) also released a custom Fallout TTRPG ruleset recently that even got Bethesda's blessing. I'd love to see your take on that system as well if you still had a hankering for more post-nuclear content creation. For my table, Fallout 2d20 has been a weird mix of narrative gameplay with crunchy bookkeeping and I would be lying if I said I hadn't been eyeing XP to Level 3's system as a potential replacement for our Fallout game. As always, thanks for the review Dave!
If you can't afford their specialty dice and have some Fate dice, just paint in one of the "-" signs in on each die, so that you have a 1 the (-) minus sign, "2" with a different color (-) minus sign, 2 "+" for the special symbols and 2 blanks, so they will match the challenge dice exactly. And you can still use them as Fate dice.
This is very fair review and very concise considering how much information there is to impart. Well done! You've got me fired up to get back into the game. I own the entire product range, although my true grasp of it is limited to the starter set and core rulebook. I've only dabbled with the other books and PDFs. That said, the Gamemaster's Toolkit is also worth a look for GM's as, surprise-surprise, it's full of tools for the GM and yes, it's chock-a-block with tables of loot. I got Covid back in early January and during my extended time in quarantine I ran through the entire starter set solitaire... twice. I did this on scrap paper at first; it's pretty comical. As it's starter-level content, the granularity of mods, scavenging and so on doesn't really come up much, so it was pretty easy to manage 4 characters on my own and it was a good way to get a handle on the core rules. Okay, that said, here are my responses on a few things you said: Zones: Modiphius did create an example of zones, using a large graphic of a Vault interior with zones clearly delineated by color. Frustratingly, I can't find that example right now and it's not in their free download section, where it really should be. If/when I find it, I'll post a reply this comment. Perks: Keep the "Intense Training" perk in mind. It allows you to increase an Attribute by one point every two levels (so, lvl 2, 4, 6, etc). This isn't very exciting, but it is the gateway to some of those higher-level Perks. Action Points: I've found that in combat, spending an AP to roll an extra d20 in combat frequently winds up generating extra AP for the party. It's almost always worth doing, especially if the difficulty of the attack is 2 or greater. You spend AP to generate AP. Luck: You're better off using Luck to re-roll damage dice than spending AP or ammo to add extra damage dice. It costs 1 Luck to re-roll as many as 3 damage dice, where you're spending 1 AP or ammo per single extra damage dice. You generate AP more easily during an adventure, but I think you get more bang for your buck with Luck. (ha!) Also, in those clutch moments when you miss your attack... use Luck to reroll a d20. It could save your life!
If I remember correctly, the first printing of the core rulebook (which I have) was in need to a fairly substantial errata due to errors, typos, and some layout issues that while fixed in future printing and pdf means that if you get one of those books you will either need the errata on a phone, nearby computer, or printed out with your book. If you get the book in physical, I have heard that some of the first printings are out there and getting shipped out to those that don't know this or are uniformed.
We played this when it first came out (when there was a ton of errata that was annoying). Unless things have changed, some houserules are needed of which we used 1) XP is divided between characters rather than each getting full (slows down advancment which was way too fast), and 2) placing some limits on mods as we got pretty ridiculous with some weapons. The scarcity of ammo, food and water we loved, we ended up carrying multiple weapons simply because we never had a lot of ammo for any given weapon.
We used a more simple version of our own for the Fatigue, Hunger, etc that wasn't as crunchy but still impacted the group by needing to obtain food and clean water.
While I don't have this game, I do have several other 2d20 Modiphius games and I really like the system a lot. In fact, it works really well for solo play with its meta-currencies that so many other people dislike. The 'Threat' meta-currency makes it easy to bring in tension during solo-play, where I make an oracle roll to see if it gets used *after* I decide if I will use any available momentum or fortune points. As a player, it feels like I'm making a more calculated gamble -- like the difference between playing blackjack versus a slot machine. Thanks for the review.
I actually think their system is close to ideal for solo play/duet play. In running daggerheart for my partner in a duet game and while I adore the system and options I have as a gm, it's definitely taking a lot more work compared to running a 2d20 game in small settings.
This review gives me exactly what I want. A detailed objective look at a game I'm interested in but lack the community to give me feedback. Adding this one to the possible purchase list, many thanks.
Looking at that ammo table, it looks like it uses a bell curve to make the more common types fall into the center - right in the middle i see all the smaller calibers. Just a note. I think it would probably work better as a function or the Luck stat, being able to find the ammo that you need. I havent read the rulebook but Fallout 4 has a perk that makes finding ammo easier.
Yes, rules as written you can spend luck points to adjust the outcome of the loot table rolls. Plus, at later levels you can afford to buy rate ammo types from merchants you’ve likely met already.
I love 2d20. It's actually my favorite system. But Modiphius's aversion to concrete examples, especially wrt zones, baffles me. It's a common critique and yet they still do it.
It's a shame that they still don't give clear zone examples. This has been one of my chief complaints regarding Modiphius games since I first skimmed through the Conan RPG. I don't get a good feel for what a zone is really meant to represent from just reading the rules and the examples, when given, are always far too vague. Compare it to say the Alien RPG or Soulbound, where I, for the most part, feel like I have a good feel for what a zone is, even if zones can still end up with some wonkiness at times.
I use zones only for "theatre of the mind" combat. For important combats I use minis and rulers from wasteland warfare with a yellow ruler being a minor action move/close range, green major move medium range etc. It has worked brilliantly and made the combats a lot more cinematic and tactical.
What's bizarre about this book is that it attempts to replicate Fallout 4 as a TTRPG, rather than returning to the roots of Fallout as a game inspired by TTRPGs like GURPS. You would hope that there would be a considerably larger emphasis on fluff, and sourcebooks on things like the NCR, the Enclave, the Brotherhood, Ghouls, Super Mutants, and the factions, core regions, histories, as well as a comprehensive monster manual covering everything across the franchise.
I think having to worry about ammo types is a good thing. You can’t just rely on your main gun and you need to have a back up or even a melee weapon. This makes a more balance character
@Ace PT HumbleBundle has Fallout Wastland Warfare RPG on discount (not Fallout TTRPG but its sister game), for the next ten days. Its actually the RPG adaptation of the the Wastland Warfare war game that Dave discusses at the end of his vid.
The crunch is not so bad if you played D&D. And the zone mechanics is pretty much coming from FATE, which is a fantastic concept. As for all the detailed rules i tend to only use what i need. For example, if the current sessions focuses on survival as a theme, then you incorporate all the fatigue rules. Otherwise, forget about them.
This. It's a very modular game - I only use the scavenging location rules when my players are in the mood for a sandbox session. My experience has been nothing but positive, it's a truly great Fallout game.
Great review. Thank you for your detailed explorations and suggestions. Do you have a suggestions on similar "fallout-esque" apocalyptic wasteland wandering games but ones won't require excel to have fun? :)
The presentation and the translation of the game into a TTRPG is really well done but the details are going to be overwhelming for most groups as most groups are casual. I can see this working for a more narrative game or even something like Savage Worlds can work if one takes the time to create their own skills, edges and hindrances.
I'm sure you're already aware of this but there are actual Perk Cards from Modiphius that you could hand to your party members as they level up. They're just physical representation of the book ones, but they add a nice tactile touch.
I’m currently running a campaign in this system. There are a LOT of weaknesses, but having the ability to make logical assumptions where the rules aren’t clear has made the game fun. The 2 biggest challenges my group has run into are no vehicle rules (but they have a pilot skill?!?) and major power issues. Very quickly the only way to make a fight a challenge was to overload the players…it’s either all, or nothing.
vehicles were added in the Wanderer's Guidebook. Not sure if they didn't add them in Core out of time, laziness or knowing they would print in addon book. But at least they exist now.
Wish this video included stuff for people who don't know anything about Fallout. I have to buy the tabletop game for my teenage nephew, and there are so many options, add-ons, expansions, guidebooks, etc that play with the starter kit, that I am just so confused. Would have been very nice if at the start of your video you include all the necessary components that one needs to buy before going into the details.
2d20 seems like a fun system in general, but this really seems to focus on so many of the things I like least about the franchise (particularly Bethesda's run of titles.) It also doesnt help that this semi-simulationist survival RPG exists in a world where Free League exists. The various incarnations of the YZE do almost all of these things but in an elegant and east to intuit way. Id be hard pressed to really come up with a reason to use Fallout 2d20 instead of kitbashing together sometbing like Mutant Year Zero, Walking Dead, and/or Twilight 2000.
Glow in the Dark (a Forged in the Dark post-apocalyptic game) is VERY Fallout and handles it very well. You need the Blades in the Dark SRD to play, but that’s free. I highly recommend it!
rolling d20's for action points makes me uncomfortable... lol IMO fallout should be a d6 system, with an emphasis on perks and items. Looks like they got the items right though.
If I didn't know any better, I'd swear one of my players helped write this book. I ran a Cypher game that was loosely based on Fallout that I called Vaulters. I created tables for various ammo types, and adapted the game and world to the gritty style I wanted it to be. In my campaign, my players even battled giant birds 20:06. Who from my campaign was on this team!? Hehe. JK.
The Wanderers Guide alleviates this a fair bit. It features loads of creatures and items from other games, including the originals. So it makes a west coadt campaign not only feasible, but pretty easy to implement.
As someone that has ran a game in the system it is easy to pick up and play and for anyone reeeeeeeing about how heavy it is based on FO4 it is easy to run it in any part of the US the homebrew community is strong. I was able to run a game in the New Vegas region with very little work need to get it to work
I am not a big 2d20 fan. I thought it was particularly overcomplicated in the Dune RPG. But here, it seems much easier and intuitive. Thanks for another great review!
This was the first TTRPG my table played. It was a lot of fun, but my DM didn’t like how book keepy it was. My girlfriend and I didn’t like the zone combat since we designed the maps. We always prioritized making combat accessible to everyone, even the sniper. So rooms always had zones 3 zones apart
As a GM for many games, it's fairly easy to fix some things but I am at a loss with the inventory management even with a VTT. A couple of tidbits I have for you all are as follows; 1. Use ammo conversion, players need 38 but only have 45 just allow the players to make 38 with the 45. You can use a 2 to 1 conversion or if your benevolent a 1 to 1 ratio. You could do this with almost all ammo types. 2. I have never liked close, near and far range brackets but they are easy to convert in hexes or squares [I hate square grids], just take a short range weapon like a pistol give it 1-6 hex range, medium like a shotgun 7-12 and long Assault rifle 13-18. You may ballpark movement as well. easy peasy. 3. The rarity rules would be critical in my game. Session zero would be great here so you can get an idea of what the players are shooting for and then you can space out the rewards based on the players needs and the campaigns flow. Cheers!
Dave this review is 'Glowing' on the heels of the 1st FOut Season, and is like finding a cash of Pure water and a box of the right Ammo. I played the hell out FO 3 and 4, and of all the settings we modern humans could readily jump into character with, FOut and Dead Lands come to mind. Imagine just attempting to survive and thrive and build up a functional settlement in this Brutal situation. I'm with you tho, on all the bloody technical book keeping involved in hording and more.... Vtt action is a must for this game, given I'm a tactical player and love maps...
My biggest gripe with it so far is the disparity between the skills. Some skills are "missing", which get shoehorned into other skills even if they don't fit. Some are very specific (like the 7 weapon skills and lockpicking), but then you get Survival, which lets you do... a lot.
Good review, but I think I'll stick with Mutant Year Zero or Savage Worlds for my post apocalypse games. Makes a good single player game, but I also would hate to be running a table, make a stroy reference for my game, and then get a "Well, ackshually" from a player that obsesses on the setting. Same reason I rarely run any Star Wars based games anymore.
I know nothing of this company or the 2d20 system, but the first two things you mentioned, the meta currency and use of zones for combat immediately reminds me of Fictive Hack, I like the combat zone system so much I've begun using it for other systems, DnD for instance, since I run theatre of the mind (never had enough money for minis for any game to be honest) the abstraction of combat zones works way better than trying to make an ad-hoc adjustment to the assumed square/hex movement/range. Each zone is assumed to be about the distance a reasonably athletic person could dash given about 5-8 seconds, or "short range" bracket for ranged weapons, for whatever system you are using. You can also use minis with this, ofc, but I can see where, if you do this, the zones might feel a bit too abstract, especially if yr used to DnD or whatever. Fictive Hack uses action points as, well, action points, players can remove them from the pot, gm can add them as awards, and/or when they want to introduce a complication to events. But it also uses them as a metric for gaining levels, you use twelve action points, you gain a level, this allows the characters to decided how fast they advance (within the allowed points) but they are in a shared pool so they really need to work together to keep everybody alive and growing as characters. I think it helps with making the game feel more collaborative, and I totally dig it.
The salvage/scavenge mechanic sounds like it should have taken a cue from D20 Apocalypse (yes, D20 Modern during 3e Dungeons & Dragons) where you collected units of scrap types. A gas station would have a higher chance for mechanical scrap that could be used for some things while a Radioshack would have a lot of electronics scrap, etc. (There was more to it, but way simpler than this Fallout RPG.) So many gun mods would require some amount of mechanical scrap with something like a laser finder would need electronic scrap. Like how some of the survival OSR games have generic "survival supplies" that can stand in for fire (heat/light/morale), food, and water. Question for combat encounters, would it be possible to say a group of raiders has better gear, and just say they have better range/damage and not specify the gun mods? And once defeated, let the players sort use that to mod their stuff to something appropriate?
You have a pretty positive video for the Atchung! Cthulhu RPG starter box, was wondering if you had looked over the started box for fallout and had the same impression.
I only read the digital version of the starter set but after reading the full core rules, I feel like the starter set's rules are just too pared down. It's just a copy-paste of the basic and combat rules without any of the gear-related mechanics, or the gear. Or the chargen stuff like perks.
I've already run my first session in this system, about to play my second in about an hour, and I can already see how any future games will require a lot of extrapolation of the games materials. The system itself is so crunchy and specific that I don't fully trust myself to customize NPCs that much other than swapping out vanilla or modded weapons and armor, or giving them Perks, but the actual setting info isn't extremely helpful. It's like "Here's everything you already know if you've played the games, and here's two half-baked ideas flavored around those things. BTW if your game isn't set in Boston a good portion of this book is useless." The Scavenging rules aren't even complete, and if you want a more in-depth explanation you have to purchase another supplement full of GM tools that could've been in the Core book instead of some of the useless pages. I found a Google Sheets calculator that generates random loot for scavenging so I don't have to do that, but in my opinion this is like if someone at Bethesda put a quest in the game that you can only half finish until you get the DLC.
i never understood the big variety of ammo in Fallout, i mean come on even Call of Duty has just four types (pistol, shotgun, assault, sniper). The only reason i could come up with is: it forces you to use different weapons and try different playstyles...and this could make sense in a viedogame, but in a TTRPG? i don't know...
I wish so many developers would stop relying on VTTs as a crutch. TTRPGs strengths are that they are not video games; video games strengths are that they are not TTRPGs. There are many things that work in one and not the other, and it seems like a ton of devs these days are trying to shove a square peg in a round hole by trying to make TTRPGs as video-game-esque as possible, with so many moving parts that are virtually impossible for an actual human to keep track of (or enjoy doing so).
@@Sanguivore I just want to say you came to the wrong person for this reply . I believe in the vtt focused designed for elements of streamlining for complex and indepth mechanics . I also believe it's the bridge between traditional tabletop and video games , because in video games it's hard to get the personalized and dynamic content of a ttrpg campaign run by a person , but at the same it allows there to be the speedy and rapid at a click calucations of a video game while also saving the dm time because they get a at a glance read out on your health , your sheets and ability to set up ambushes by secret rolling and placing enemy tokens on the menu. There's also much easier ways to play music and get a soundtrack going. I'd just telli you , if nothing else chekf put XP to lv 3's fallout system as it seems to be direct and unique (also free) d20 hack using elements (but with notable changes to the point it feels like it's own system ) of 5e as the core .
I was about to say that. Yes, it builds on some concepts from D&D 5e, which is an automatic no for a lot of people, but he specifically went for inspirations from older Fallout games. I haven't played it yet, but it sounds very interesting. I'm actually annoyed that the Fallout mini-campaign I'm playing with my friends right now is just beginning to wrap up, so we won't get a chance to test it.
Thanks for covering this behemoth of a game! I’m hoping to pick up a copy just to skim through and enjoy the art. It looks like the survival section was lifted directly from Fallout 4/76, which is a lot of backend mechanics that don’t translate well to a tabletop game much like you mentioned. A trimmed down system would be the best thing for a GM to use if they choose to include it at all.
You can put dog armor on your dog in the game. Just transfer with your dog once you find dog armor then select dog armor in your dog inventory for it to wear.
Maybe it's because of the groups I've played with, but this system didn't do it for me. I think it's a solid system actually, it's just that it didn't give me the Fallout experience I expected.
Not sure it it has it or not but this system begs for some kinda vtt support like foundry. I think itd do best in this enviroment to automate things like junk collecting/ammo tracking.
I have Dm'd RPGs a long time, and I play Fallout 76 (4200hrs) with friends, Now Ive only Dm'd one fallout game so far but it didnt seem to bad, the game does have LOTs of stuff you can get armor, weapons, ammo and etc. BUT so does many games, Its not like the DM is handing you everything, and Yes you may have a 10mm gun and find .38 ammo, its your job to wheel and deal to Barter for what you need when you can, and Moding your gun is no different that gaining Ranged skills in DND, I normally DM 7 players and I know every piece of Armor and weapon they have because I gave it to them. (in my Games mostly all custom) ... also a DM can use what he wants and not what he doesnt. Its a Apocoliptic game, your nott goign to find all ways the ammo you need, you will have to scavange for Food and water, its all part the adventure, Its rare and in towns it should be expensive if try to buy it, As another said below you can Build settlements to help with collecting food water etc as well but thats Not happening right away. ... Ranged weapons are great, But a melee weapon doesnt run out of ammo. as for Making fallout quests ... there are 6 fallout games you can take quests and ideas from, as well Modiphius Fallout has Adventure modules also. ... Fallout 76 or 4 Does cost $ initially but you can then Play for free and Build any Map you like, take a Picture for players to see outside, you can remove roof and take images strait down for maps, get images of Enemy or NPCs to use for your game, it helped me alot. ... I made Cheat sheets for New Players, I also have lots Pre-Made characters for new players, and they didnt have the DM screen when I started so I made mine and it has Basic info for players on there side and DM stuff on mine.
The biggest two problems with this book I've come across is that it is poorly organized and tries to make too direct of a translation from Fallout 4. It should have been 2 books Player/Gamemaster and the Boston area should have been an add on book. I'm doing the labor intensive task of rewriting all the different books in Obsidian so I can just easily access the rules. It feels like Bethesda's Marketing Department did about 60% of the decisions.
I'm so torn on this product. On the one hand, I love Fallout and playing this was the most fun Ive had playing RPGs in ages. On the other hand, the volume of errata at launch was staggering. The fact the "core rulebook" doesn't actually include the loot tables was not really forgivable, especially as there is a lot of superfluous content that could have been scrapped to make room. Personally, I would have preferred all of the commonwealth information in its own setting book rather than as part of the core rules.
Same issue as with everything nu-Fallout. "Fallout = Fallout 4" and Fallout 4 just did shit in order to do shit, without considering previous or even internal logic and lore. That's why people think Fallout is so "haha goofy and campy". No, Fallout 4 is what a four year old with crayons that hasn't actually played Fallout would think Fallout is. And thus now everything Fallout is like that. Thanks Bethesda.
Fallout tactics Brotherhood of steel start and finish as brotherhood. BOS: Another settlement needs your help. BOS FA3: Another settlement needs your help DLC. Table top, you can have death claw tribe that train them join. Pick your backstory tribal this was your tribe if you ask GM. Super mutant someone fell into vats or drank it one of those players in the campaign with low intelligence and so now the bos Midwest chapter allows them. I would be that player, can I drink it I drink it.
I've tried to get into 2d20 systems but no matter which game I just can't do it. There's giving players agency, then there's giving players too much agency. Combine that with the ability to pair any attribute with any skill, it all seems pointless.
I don't often save videos to my tabs...this one I did. Great work. I think that you are being a bit down on not finding the right ammo. This is a very Fallout activity. GMs have to know that this will cause players to interact with Traders to barter for what they need. This applies to just about all aspects of settlement building and crafting as well. It means that PCs are also driving the game and creating scenarios to push their own agendas. This need to scavenge and sell/buy, then craft/build is an aid to the GMs and avoids the need to railroad the players into adventuring. It is a feature not a bug. I just heard that another settlement needs your help!
if yall want a decent fallout rpg, check out the Arcane Arcade custom system, he got permission from bethesda to build it, and it works really well. its also classless and allows for really interesting character builds.
My standard complaint about most 2d20 games is that they hide way too much functionality behind massive talent trees that would take years of play to get core Cool Things from the setting. Also the low competency in starting characters from too many skills & specialties & talents. Star Trek Adventures managed to avoid some of that, but Infinity is best example of this bloat where someone who was an Invincible Guard (think 40k Space Marine) can really suck if you didn't have decent luck so you can pickup the Gatekeeping talents (extra die on attacks, extra damage, etc) that you need for each weapon type.
Seems cool. However, as much as I love long gear tables, the ones on this game seem too contrived. Also, this being so rooted in the East Coast sucks. And of course getting official content on the West Coast requires a separate purchase.
I don't see how anyone could have an issue with meta-currency in Fallout! It's just V.A.T.S. A bit rules heavy for me but... as soon as you mentioned you could play as a Mr. Handy I *needed* to run/play it! 🤣 Thanks for the vid! My handy drawing got the sub! 🤘
Modiphius churn out a lot of franchise RPGs & it feels very much like an automated money making exercise. Which is why I don't consider any of their products. Some of the games they make are for things I like - but I wont buy them because I feel they are produced as a trend exploting strategy rather than with love. Maybe my perception is wrong? I also wonder this about Free League these days, but I have a few of their products & they seem very different & made with a great deal of passion.
@@thatradiogeek Well, not always. People make games because they have a good idea & passion about something they believe in. They love the hobby & want to make something others will like. Yes they need to make some money from it to cover their time & cost & to live, but mostly their motivation is to make something cool. However, as you note, when companies get bigger it becomes more about making money - _"we need a new thing to sell ~ think of something"_ That's when it becomes a soulless production line.
I'm not gonna lie, the mini game is rough. I played it with some hardcore Fallout fans friends, who also play Warhammer 40K, and various other mini wargames, and the Fallout mini game has phenomenal concepts, but executed poorly. The actual rules for playing are great, but you need a massive crate of tokens to do anything. It was very clearly a miniature wargame, but designed by people that make or play boardgames, and actually have not first hand experience with mini wargames.
The biggest problem with the Fallout Roleplaying Game is Modiphius' apparent allergy to making money given their absolutely abysmal attempts at meeting demands for the game system. Reprint shipping dates have been pushed out again and again even after having a big "Vault 33" sale. Meaning they were selling copies they have no intention on delivering on for months to possibly a year out. This has made getting a physical copy of the game next to impossible and meant that scalpers and second-hand market prices are astronomically high. My advice for anyone wanting to check out the game? Don't unless you're okay with using only PDFs. Because Modiphius has no intention on actually meeting demand or attempting to print copies in any substantial quantity. Shitty company with even shittier business practices. Makes WotC look downright professional.
Why do people seem allergic to any games heavier than D&D 5e nowadays? This isn't THAT crunchy. 20 years ago it would have been on the heavier side of rules-medium at worst.
There are couple different Fallout rpgs out there it'd be interesting to see a comparison. What's funny is that Fallout 1 was based on GURPS at least originally.
I am a Fallout nut and I love the crunch of this game. I haven’t bought this game solely because it’s based on the two D20 system and I’m just not a fan. Thanks for thorough review
I've never been a fan of the school of thought that says simulationist games have to be as granular as possible. You're likely gonna hit a wall at some point. I prefer more narrative games (like Fate) for simulation over hyper-crunchy systems like Twilight 2k
I really don’t think it’s fair to encourage people to purchase items from a knock-off miniature line. Those of us who enjoy Wasteland Warfare, appreciate Modiphius producing these high-quality resin miniatures, when so many companies are just going digital. And as Modiphius continues to remaster the Fallout miniature line in hard-plastic kits over the coming years, the price per miniature is going down significantly. For example, the new hard-plastic sprue raiders kits contain nearly twice as many miniatures for the same price as the older resin kits.
Errata: Wasteland Warfare came out in 2018, and the RPG came out in 2022.
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For the people disappointed that the core book only allows Fallout 4 content, the Wanderer's guidebook gives info on pretty much everything you need for west coast play, including night kin, ncr, the Master, Frank Horrigan, etc.
The Settler's guidebook allows for settlement building and important npcs like Preston, Mama Murphy ,Deacon, etc. Even Dungeons and Dragons doesn't fit every setting in a single book.
1. Modiphius Entertainment is working on a west coast campaign/sourcebook set primarily around New Vegas called "Royal Flush". It's set to release in Q3.
2. Astoundingly Awesome Tales: Showdown in Skull Canyon (pre-made adventure) is set in the west. It features NCR Rangers.
Grundy is homebrewing a game in Texas.
The first game I ran was in Oregon and my hometown because my friend was new to fallout and worked out all just fine
Yeah good fucking luck getting either book though...
@@valoraknightingale9906 they do sell PDFs of both books the I own both and the wanderers guide is a PDF
If your GM won't give you the right ammo types for your gun that's a GM problem, not a system problem. And I personally love the details of the game. Great Video by the way.
Hunting down the correct ammo is mitigated by the Luck stat. Spending luck specifically mentions ammo, which I as a GM would basically let them change which ammo type they find. So if they save a point of luck for scavenging, they are good to go.
Just my two cents! ❤
that VATS sound for closeups! perfect.
Heh, yeah. I didn’t want to overdo it.
I remember reading in an interview I can no longer find that one of the big reasons the game has so much stuff that's identical to Fallout 4 was mandated by Bethesda, including some of the survival mechanics.
But yeah my experience with the game mirrors the opening take. We first treated it like D&D and it didn't work out well. We went all in on spending and gaining AP like the game intended and it worked WAY better.
That’s quite interesting.
I liked that part about Divinity 1 and 2.
One thing to consider about the ammunition thing: In the video games Ammo could be considered a currency. If you play without ammo weight, ammo you are not using can be bartered at a settlement.
For me one of the biggest disappointments for this game was the focus on fallout 4. Boston was cool but we all just played in that map and fallout 4 is the least hardcore RPG out of all the games. I wish they embraced the older games in the rules and setting. I think they chose a unique and new city out of the way of the games like Indianapolis and filled with locations to explore that would have been way better.
100% second this. Fallout 4 and 76 are disappointing games among more hardcore/original fans. Even Fallout 3 disappoints some. Relying so heavily on the 4 is one reason I won't be buying the product. Glad Dave's around to provide these useful commentaries.
That's because Modiphius were unable to afford "the Fallout licence." They instead paid for "the Fallout 4" licence, with an option to expand that out later on. They did the same thing with the miniatures game, Wasteland Warfare, starting with an FO4 focus but later being able to expand the licence to include New Vegas and other entries in the series.
@@adamwhitehead7289 Interesting. Thanks for that information!
I don't have bad feelings toward Modiphius, as I have always had an appreciation for the art and mechanics of Mutants & Masterminds (or whatever it's called).
Totally disagree I loved Fallout 4 but even if you didn’t love it it’s still full of great locations and factions etc
@@cosmiccowboy9358 I mean... not really? It was a shooter game where virtually every side quest is just killing mobs, half the quest-giving population has to be unkillable because devs didn't write intricate questline fulfillment or endings, there's almost no dramatic decisions in the plot until the very end, there's almost no lovable characters, and the atmosphere/ambience just wasn't Fallout at all.
What was *good* about the game? It introduced modern FPS interface. No really, imagine if FNV had the physics and interface of F4, and it becomes quite obvious how F4 is just embarrassing.
Originally, when the first Fallout game was being designed, it was going to be based on GURPS, which I think would have been a big win for the system. But somewhere along the line Steve Jackson decided to pull out so they had to rewrite the part of the game they had already written and create their own new system for the game.
it's a pity, because GURPS would have been solid
@@perrylloyd It was for legal reasons IIRC.
It apparently was the opening cinematic where the soldiers execute a Canadian protester when Steve Jackson said nope.
Yeah, it was the violence and gore that put SJ off it. It was all a-okay until he realised he didn't want GURPS associated with the adult themes.
Use GURPS 4th Edition and maybe a couple supplement books like the After the End 1: Wastelanders and you got yourself a respectable Fallout homebrew
Good review and well made video. You let your voice flow naturally in the edit instead of chopping it up in such a way to that sound like you never take a breath like some youtubers do. I appreciate that! You also themed your presentation to match the game you are reviewing and that is a nice touch. Keep up the good work!
Fantastic review! I feels like you covered everything I could have hoped for, warts and all, and made it easy to pull the trigger on the Starter Box before going for the full rulebook. Thanks for all you do.
We live in a glorious time for TTRPGs in that if you want to play in the Fallout setting you have a LOT of systems to use, depending on your tastes.
My only beef with Modiphius has been how unpolished their products have been (*cough* Dishonored *cough*).
I love the Pip Boy sound when zooming in. 😊
the Fallout 2D20 books have been full of mistakes, but Modiphius does correct them, both in their PDFs and subsequent print runs. I got the core rulebook in hard copy a few months ago and all the mistakes listed in the current errata had been corrected in my print copy.
The Dishonored RPG was quite fun, but yeah, the rulebook was full of errors... It felt like none of the page references actually pointed to the right page and it wasn't well organized.
Indeed it is a pretty great time for TTRPG’s in a lot of ways
@@danroberts007 my problem is that there are outlier mistakes and then there’s too many mistakes.
Shouting out Vermillion Miniatures genuinely made my day. They have been the only consistent source of custom quality Fallout themed miniatures that I have been able to find and they deserve all of the support they can get. Such a great team making truly amazing minis.
XP to Level 3 (Arcane Arcade) also released a custom Fallout TTRPG ruleset recently that even got Bethesda's blessing. I'd love to see your take on that system as well if you still had a hankering for more post-nuclear content creation. For my table, Fallout 2d20 has been a weird mix of narrative gameplay with crunchy bookkeeping and I would be lying if I said I hadn't been eyeing XP to Level 3's system as a potential replacement for our Fallout game.
As always, thanks for the review Dave!
If you can't afford their specialty dice and have some Fate dice, just paint in one of the "-" signs in on each die, so that you have a 1 the (-) minus sign, "2" with a different color (-) minus sign, 2 "+" for the special symbols and 2 blanks, so they will match the challenge dice exactly. And you can still use them as Fate dice.
This is very fair review and very concise considering how much information there is to impart. Well done! You've got me fired up to get back into the game.
I own the entire product range, although my true grasp of it is limited to the starter set and core rulebook. I've only dabbled with the other books and PDFs. That said, the Gamemaster's Toolkit is also worth a look for GM's as, surprise-surprise, it's full of tools for the GM and yes, it's chock-a-block with tables of loot.
I got Covid back in early January and during my extended time in quarantine I ran through the entire starter set solitaire... twice. I did this on scrap paper at first; it's pretty comical. As it's starter-level content, the granularity of mods, scavenging and so on doesn't really come up much, so it was pretty easy to manage 4 characters on my own and it was a good way to get a handle on the core rules.
Okay, that said, here are my responses on a few things you said:
Zones: Modiphius did create an example of zones, using a large graphic of a Vault interior with zones clearly delineated by color. Frustratingly, I can't find that example right now and it's not in their free download section, where it really should be. If/when I find it, I'll post a reply this comment.
Perks: Keep the "Intense Training" perk in mind. It allows you to increase an Attribute by one point every two levels (so, lvl 2, 4, 6, etc). This isn't very exciting, but it is the gateway to some of those higher-level Perks.
Action Points: I've found that in combat, spending an AP to roll an extra d20 in combat frequently winds up generating extra AP for the party. It's almost always worth doing, especially if the difficulty of the attack is 2 or greater. You spend AP to generate AP.
Luck: You're better off using Luck to re-roll damage dice than spending AP or ammo to add extra damage dice. It costs 1 Luck to re-roll as many as 3 damage dice, where you're spending 1 AP or ammo per single extra damage dice. You generate AP more easily during an adventure, but I think you get more bang for your buck with Luck. (ha!) Also, in those clutch moments when you miss your attack... use Luck to reroll a d20. It could save your life!
I absolutely love that you drew your Mr Handy!
If I remember correctly, the first printing of the core rulebook (which I have) was in need to a fairly substantial errata due to errors, typos, and some layout issues that while fixed in future printing and pdf means that if you get one of those books you will either need the errata on a phone, nearby computer, or printed out with your book. If you get the book in physical, I have heard that some of the first printings are out there and getting shipped out to those that don't know this or are uniformed.
Great to see someone covering this game. The comunity is very active but for some reason I see very few youtubers talk about this game.
We played this when it first came out (when there was a ton of errata that was annoying). Unless things have changed, some houserules are needed of which we used 1) XP is divided between characters rather than each getting full (slows down advancment which was way too fast), and 2) placing some limits on mods as we got pretty ridiculous with some weapons.
The scarcity of ammo, food and water we loved, we ended up carrying multiple weapons simply because we never had a lot of ammo for any given weapon.
We used a more simple version of our own for the Fatigue, Hunger, etc that wasn't as crunchy but still impacted the group by needing to obtain food and clean water.
While I don't have this game, I do have several other 2d20 Modiphius games and I really like the system a lot. In fact, it works really well for solo play with its meta-currencies that so many other people dislike. The 'Threat' meta-currency makes it easy to bring in tension during solo-play, where I make an oracle roll to see if it gets used *after* I decide if I will use any available momentum or fortune points. As a player, it feels like I'm making a more calculated gamble -- like the difference between playing blackjack versus a slot machine.
Thanks for the review.
I actually think their system is close to ideal for solo play/duet play.
In running daggerheart for my partner in a duet game and while I adore the system and options I have as a gm, it's definitely taking a lot more work compared to running a 2d20 game in small settings.
This review gives me exactly what I want. A detailed objective look at a game I'm interested in but lack the community to give me feedback. Adding this one to the possible purchase list, many thanks.
Looking at that ammo table, it looks like it uses a bell curve to make the more common types fall into the center - right in the middle i see all the smaller calibers.
Just a note.
I think it would probably work better as a function or the Luck stat, being able to find the ammo that you need. I havent read the rulebook but Fallout 4 has a perk that makes finding ammo easier.
Yes, rules as written you can spend luck points to adjust the outcome of the loot table rolls. Plus, at later levels you can afford to buy rate ammo types from merchants you’ve likely met already.
I love 2d20. It's actually my favorite system. But Modiphius's aversion to concrete examples, especially wrt zones, baffles me.
It's a common critique and yet they still do it.
It's a shame that they still don't give clear zone examples. This has been one of my chief complaints regarding Modiphius games since I first skimmed through the Conan RPG. I don't get a good feel for what a zone is really meant to represent from just reading the rules and the examples, when given, are always far too vague. Compare it to say the Alien RPG or Soulbound, where I, for the most part, feel like I have a good feel for what a zone is, even if zones can still end up with some wonkiness at times.
The absence of any clear examples of zone combat in the book is peculiar.
I use zones only for "theatre of the mind" combat. For important combats I use minis and rulers from wasteland warfare with a yellow ruler being a minor action move/close range, green major move medium range etc. It has worked brilliantly and made the combats a lot more cinematic and tactical.
@@mortagon1451 I love that hybrid approach.
What's bizarre about this book is that it attempts to replicate Fallout 4 as a TTRPG, rather than returning to the roots of Fallout as a game inspired by TTRPGs like GURPS. You would hope that there would be a considerably larger emphasis on fluff, and sourcebooks on things like the NCR, the Enclave, the Brotherhood, Ghouls, Super Mutants, and the factions, core regions, histories, as well as a comprehensive monster manual covering everything across the franchise.
This is because Bethesda put strict guidelines on what they had to include and what they could change.
I think having to worry about ammo types is a good thing. You can’t just rely on your main gun and you need to have a back up or even a melee weapon. This makes a more balance character
@Ace PT HumbleBundle has Fallout Wastland Warfare RPG on discount (not Fallout TTRPG but its sister game), for the next ten days. Its actually the RPG adaptation of the the Wastland Warfare war game that Dave discusses at the end of his vid.
Are you serious? That is so bizarre. I'll check it out!
As always a great review, plus the subtle touches of usin the audio from the game was next level (pardon the pun!)
The crunch is not so bad if you played D&D. And the zone mechanics is pretty much coming from FATE, which is a fantastic concept. As for all the detailed rules i tend to only use what i need. For example, if the current sessions focuses on survival as a theme, then you incorporate all the fatigue rules. Otherwise, forget about them.
This. It's a very modular game - I only use the scavenging location rules when my players are in the mood for a sandbox session. My experience has been nothing but positive, it's a truly great Fallout game.
In an age where the design philosophy of many TTRPGs is "as little as possible, to the detriment of any actual cohesion", a lot is a good thing.
8:33 if you play tactics you can play a BoS member from training to paladinhood
Great review. Thank you for your detailed explorations and suggestions. Do you have a suggestions on similar "fallout-esque" apocalyptic wasteland wandering games but ones won't require excel to have fun? :)
Mutant Year Zero hews pretty close and is a lot easier to run.
One of the few FL games I've yet to try. Something so fun about chucking a huge set of d6s across a table. Thx.
@@samuraix98 agreed.
The presentation and the translation of the game into a TTRPG is really well done but the details are going to be overwhelming for most groups as most groups are casual.
I can see this working for a more narrative game or even something like Savage Worlds can work if one takes the time to create their own skills, edges and hindrances.
I'm sure you're already aware of this but there are actual Perk Cards from Modiphius that you could hand to your party members as they level up. They're just physical representation of the book ones, but they add a nice tactile touch.
Huh. I thought this was going to be about the d20 fallout ttrpg that came out in like 2000ish. It was a lot of fun!
I’m currently running a campaign in this system. There are a LOT of weaknesses, but having the ability to make logical assumptions where the rules aren’t clear has made the game fun. The 2 biggest challenges my group has run into are no vehicle rules (but they have a pilot skill?!?) and major power issues. Very quickly the only way to make a fight a challenge was to overload the players…it’s either all, or nothing.
vehicles were added in the Wanderer's Guidebook. Not sure if they didn't add them in Core out of time, laziness or knowing they would print in addon book. But at least they exist now.
I really am enjoying what xp to level 3 did with his homebrew fallout system. You might find stuff from it to help you as the gm.
Wish this video included stuff for people who don't know anything about Fallout. I have to buy the tabletop game for my teenage nephew, and there are so many options, add-ons, expansions, guidebooks, etc that play with the starter kit, that I am just so confused. Would have been very nice if at the start of your video you include all the necessary components that one needs to buy before going into the details.
I'm learning the game because i will run it for mygroup. Thank you very much for the great in depth insight, Dave!
2d20 seems like a fun system in general, but this really seems to focus on so many of the things I like least about the franchise (particularly Bethesda's run of titles.)
It also doesnt help that this semi-simulationist survival RPG exists in a world where Free League exists. The various incarnations of the YZE do almost all of these things but in an elegant and east to intuit way. Id be hard pressed to really come up with a reason to use Fallout 2d20 instead of kitbashing together sometbing like Mutant Year Zero, Walking Dead, and/or Twilight 2000.
Whatever floats your boat! I don't really have the motivation to kitbash RPGs these days myself.
Glow in the Dark (a Forged in the Dark post-apocalyptic game) is VERY Fallout and handles it very well. You need the Blades in the Dark SRD to play, but that’s free. I highly recommend it!
Even Mutant Year Zero itself is already fitting for Fallout if we combine the main sourcebook/various spin off rulebooks.
I mean that's the issue, a lot of people don't want to or don't have the comfort doing a kitbash
That Fallout video games are now synonymous with "run and gun" kind of sickens me to hear out loud lol
The ttrpg sounds pretty decent though.
rolling d20's for action points makes me uncomfortable... lol
IMO fallout should be a d6 system, with an emphasis on perks and items. Looks like they got the items right though.
If I didn't know any better, I'd swear one of my players helped write this book. I ran a Cypher game that was loosely based on Fallout that I called Vaulters. I created tables for various ammo types, and adapted the game and world to the gritty style I wanted it to be. In my campaign, my players even battled giant birds 20:06. Who from my campaign was on this team!? Hehe. JK.
Timely review of the Modiphius Fallout RPG. Sounds like I'd love the setting but would get overwhelmed by the bookkeeping.
question, if a skill check is a difficulty of say 4 does that mean i roll 4d20s or do i get the 2d20s and then have to buy extra dice
@@ethanstanford2744 the latter
I just...sorta wish it wasn't so strongly Fallout 4 the RPG.
You can make it any fallout you want. The only problems are the perks. You would have to port over some perks from other fallout games.
The Wanderers Guide alleviates this a fair bit. It features loads of creatures and items from other games, including the originals. So it makes a west coadt campaign not only feasible, but pretty easy to implement.
Fallout New Vegas is great.
As someone that has ran a game in the system it is easy to pick up and play and for anyone reeeeeeeing about how heavy it is based on FO4 it is easy to run it in any part of the US the homebrew community is strong. I was able to run a game in the New Vegas region with very little work need to get it to work
A youtuber named XP to level 3 made his own Fallout ttrpg. I wonder what you think about it?
I am not a big 2d20 fan. I thought it was particularly overcomplicated in the Dune RPG. But here, it seems much easier and intuitive. Thanks for another great review!
I think there's a Witcher RPG, ever considered doing that one?
This was the first TTRPG my table played. It was a lot of fun, but my DM didn’t like how book keepy it was. My girlfriend and I didn’t like the zone combat since we designed the maps. We always prioritized making combat accessible to everyone, even the sniper. So rooms always had zones 3 zones apart
You mentioned a full discord, where's the link? I've been looking for one! (Strangely as hidden as the Vaults!)
discord.gg/modiphius
As a GM for many games, it's fairly easy to fix some things but I am at a loss with the inventory management even with a VTT. A couple of tidbits I have for you all are as follows; 1. Use ammo conversion, players need 38 but only have 45 just allow the players to make 38 with the 45. You can use a 2 to 1 conversion or if your benevolent a 1 to 1 ratio. You could do this with almost all ammo types. 2. I have never liked close, near and far range brackets but they are easy to convert in hexes or squares [I hate square grids], just take a short range weapon like a pistol give it 1-6 hex range, medium like a shotgun 7-12 and long Assault rifle 13-18. You may ballpark movement as well. easy peasy. 3. The rarity rules would be critical in my game. Session zero would be great here so you can get an idea of what the players are shooting for and then you can space out the rewards based on the players needs and the campaigns flow. Cheers!
Dave this review is 'Glowing' on the heels of the 1st FOut Season, and is like finding a cash of Pure water and a box of the right Ammo.
I played the hell out FO 3 and 4, and of all the settings we modern humans could readily jump into character with, FOut and Dead Lands come to mind.
Imagine just attempting to survive and thrive and build up a functional settlement in this Brutal situation.
I'm with you tho, on all the bloody technical book keeping involved in hording and more....
Vtt action is a must for this game, given I'm a tactical player and love maps...
My biggest gripe with it so far is the disparity between the skills. Some skills are "missing", which get shoehorned into other skills even if they don't fit. Some are very specific (like the 7 weapon skills and lockpicking), but then you get Survival, which lets you do... a lot.
Good review, but I think I'll stick with Mutant Year Zero or Savage Worlds for my post apocalypse games. Makes a good single player game, but I also would hate to be running a table, make a stroy reference for my game, and then get a "Well, ackshually" from a player that obsesses on the setting. Same reason I rarely run any Star Wars based games anymore.
I know nothing of this company or the 2d20 system, but the first two things you mentioned, the meta currency and use of zones for combat immediately reminds me of Fictive Hack, I like the combat zone system so much I've begun using it for other systems, DnD for instance, since I run theatre of the mind (never had enough money for minis for any game to be honest) the abstraction of combat zones works way better than trying to make an ad-hoc adjustment to the assumed square/hex movement/range. Each zone is assumed to be about the distance a reasonably athletic person could dash given about 5-8 seconds, or "short range" bracket for ranged weapons, for whatever system you are using. You can also use minis with this, ofc, but I can see where, if you do this, the zones might feel a bit too abstract, especially if yr used to DnD or whatever.
Fictive Hack uses action points as, well, action points, players can remove them from the pot, gm can add them as awards, and/or when they want to introduce a complication to events. But it also uses them as a metric for gaining levels, you use twelve action points, you gain a level, this allows the characters to decided how fast they advance (within the allowed points) but they are in a shared pool so they really need to work together to keep everybody alive and growing as characters. I think it helps with making the game feel more collaborative, and I totally dig it.
The salvage/scavenge mechanic sounds like it should have taken a cue from D20 Apocalypse (yes, D20 Modern during 3e Dungeons & Dragons) where you collected units of scrap types. A gas station would have a higher chance for mechanical scrap that could be used for some things while a Radioshack would have a lot of electronics scrap, etc. (There was more to it, but way simpler than this Fallout RPG.)
So many gun mods would require some amount of mechanical scrap with something like a laser finder would need electronic scrap. Like how some of the survival OSR games have generic "survival supplies" that can stand in for fire (heat/light/morale), food, and water.
Question for combat encounters, would it be possible to say a group of raiders has better gear, and just say they have better range/damage and not specify the gun mods? And once defeated, let the players sort use that to mod their stuff to something appropriate?
You have a pretty positive video for the Atchung! Cthulhu RPG starter box, was wondering if you had looked over the started box for fallout and had the same impression.
I only read the digital version of the starter set but after reading the full core rules, I feel like the starter set's rules are just too pared down. It's just a copy-paste of the basic and combat rules without any of the gear-related mechanics, or the gear. Or the chargen stuff like perks.
I've already run my first session in this system, about to play my second in about an hour, and I can already see how any future games will require a lot of extrapolation of the games materials.
The system itself is so crunchy and specific that I don't fully trust myself to customize NPCs that much other than swapping out vanilla or modded weapons and armor, or giving them Perks, but the actual setting info isn't extremely helpful. It's like "Here's everything you already know if you've played the games, and here's two half-baked ideas flavored around those things. BTW if your game isn't set in Boston a good portion of this book is useless."
The Scavenging rules aren't even complete, and if you want a more in-depth explanation you have to purchase another supplement full of GM tools that could've been in the Core book instead of some of the useless pages.
I found a Google Sheets calculator that generates random loot for scavenging so I don't have to do that, but in my opinion this is like if someone at Bethesda put a quest in the game that you can only half finish until you get the DLC.
i never understood the big variety of ammo in Fallout, i mean come on even Call of Duty has just four types (pistol, shotgun, assault, sniper). The only reason i could come up with is: it forces you to use different weapons and try different playstyles...and this could make sense in a viedogame, but in a TTRPG? i don't know...
Omg I need to snag that fallout style map of Houston, I’m based there, and have been slowly writing a ttrpg setup for a fallout in Houston
Haha, nice. I’m originally from there too, which is why I zoomed in to there.
Yeah this is why I'm glad vtts can streamline and automate some of these
I wish so many developers would stop relying on VTTs as a crutch. TTRPGs strengths are that they are not video games; video games strengths are that they are not TTRPGs. There are many things that work in one and not the other, and it seems like a ton of devs these days are trying to shove a square peg in a round hole by trying to make TTRPGs as video-game-esque as possible, with so many moving parts that are virtually impossible for an actual human to keep track of (or enjoy doing so).
@@Sanguivore I just want to say you came to the wrong person for this reply . I believe in the vtt focused designed for elements of streamlining for complex and indepth mechanics . I also believe it's the bridge between traditional tabletop and video games , because in video games it's hard to get the personalized and dynamic content of a ttrpg campaign run by a person , but at the same it allows there to be the speedy and rapid at a click calucations of a video game while also saving the dm time because they get a at a glance read out on your health , your sheets and ability to set up ambushes by secret rolling and placing enemy tokens on the menu. There's also much easier ways to play music and get a soundtrack going. I'd just telli you , if nothing else chekf put XP to lv 3's fallout system as it seems to be direct and unique (also free) d20 hack using elements (but with notable changes to the point it feels like it's own system ) of 5e as the core .
Try out xp to level 3’s fallout system!
I was about to say that. Yes, it builds on some concepts from D&D 5e, which is an automatic no for a lot of people, but he specifically went for inspirations from older Fallout games. I haven't played it yet, but it sounds very interesting. I'm actually annoyed that the Fallout mini-campaign I'm playing with my friends right now is just beginning to wrap up, so we won't get a chance to test it.
Big fan of it, he took so much good feedback from the 1.6 release and the 2.0 release is pretty stellar for a homebrew.
hey what is the ISBN for Fallout corebook?
Thanks for covering this behemoth of a game! I’m hoping to pick up a copy just to skim through and enjoy the art.
It looks like the survival section was lifted directly from Fallout 4/76, which is a lot of backend mechanics that don’t translate well to a tabletop game much like you mentioned. A trimmed down system would be the best thing for a GM to use if they choose to include it at all.
Yeah, the game could benefit from a streamlining of the rules/mechanics.
You can put dog armor on your dog in the game. Just transfer with your dog once you find dog armor then select dog armor in your dog inventory for it to wear.
But it’s just cosmetic
Maybe it's because of the groups I've played with, but this system didn't do it for me. I think it's a solid system actually, it's just that it didn't give me the Fallout experience I expected.
Not sure it it has it or not but this system begs for some kinda vtt support like foundry. I think itd do best in this enviroment to automate things like junk collecting/ammo tracking.
it has both sheets and books on r20
I have Dm'd RPGs a long time, and I play Fallout 76 (4200hrs) with friends, Now Ive only Dm'd one fallout game so far but it didnt seem to bad, the game does have LOTs of stuff you can get armor, weapons, ammo and etc. BUT so does many games, Its not like the DM is handing you everything, and Yes you may have a 10mm gun and find .38 ammo, its your job to wheel and deal to Barter for what you need when you can, and Moding your gun is no different that gaining Ranged skills in DND, I normally DM 7 players and I know every piece of Armor and weapon they have because I gave it to them. (in my Games mostly all custom) ... also a DM can use what he wants and not what he doesnt. Its a Apocoliptic game, your nott goign to find all ways the ammo you need, you will have to scavange for Food and water, its all part the adventure, Its rare and in towns it should be expensive if try to buy it, As another said below you can Build settlements to help with collecting food water etc as well but thats Not happening right away. ... Ranged weapons are great, But a melee weapon doesnt run out of ammo. as for Making fallout quests ... there are 6 fallout games you can take quests and ideas from, as well Modiphius Fallout has Adventure modules also. ... Fallout 76 or 4 Does cost $ initially but you can then Play for free and Build any Map you like, take a Picture for players to see outside, you can remove roof and take images strait down for maps, get images of Enemy or NPCs to use for your game, it helped me alot. ... I made Cheat sheets for New Players, I also have lots Pre-Made characters for new players, and they didnt have the DM screen when I started so I made mine and it has Basic info for players on there side and DM stuff on mine.
Well, while you're at it, why not review the system from jacob from xp to lvl 3. Seems good from what I've read and watched so far
The biggest two problems with this book I've come across is that it is poorly organized and tries to make too direct of a translation from Fallout 4.
It should have been 2 books Player/Gamemaster and the Boston area should have been an add on book.
I'm doing the labor intensive task of rewriting all the different books in Obsidian so I can just easily access the rules.
It feels like Bethesda's Marketing Department did about 60% of the decisions.
I'm so torn on this product. On the one hand, I love Fallout and playing this was the most fun Ive had playing RPGs in ages. On the other hand, the volume of errata at launch was staggering. The fact the "core rulebook" doesn't actually include the loot tables was not really forgivable, especially as there is a lot of superfluous content that could have been scrapped to make room. Personally, I would have preferred all of the commonwealth information in its own setting book rather than as part of the core rules.
Same issue as with everything nu-Fallout. "Fallout = Fallout 4" and Fallout 4 just did shit in order to do shit, without considering previous or even internal logic and lore. That's why people think Fallout is so "haha goofy and campy". No, Fallout 4 is what a four year old with crayons that hasn't actually played Fallout would think Fallout is. And thus now everything Fallout is like that. Thanks Bethesda.
I'm currently running Fallout in Roll 20, and finding much of the same issues you describe.
Even with the VTT, huh? That’s too bad.
@@DaveThaumavore It does make it a little easier to manage, but is still a lot of data entry that needs to be added manually
I'm getting shadowrun level complexity vibes. This game might work really well for solo where you can take your time with it.
Fallout tactics
Brotherhood of steel start and finish as brotherhood.
BOS: Another settlement needs your help.
BOS FA3: Another settlement needs your help DLC.
Table top, you can have death claw tribe that train them join.
Pick your backstory tribal this was your tribe if you ask GM.
Super mutant someone fell into vats or drank it one of those players in the campaign with low intelligence and so now the bos Midwest chapter allows them.
I would be that player, can I drink it I drink it.
Hmm. I think I'll stick with Mutant Crawl Classics for the time being. Good review as always.
Scavenging, Salvaging, and writing things down:
This is the *EXACT* same problem Heart has.
I've tried to get into 2d20 systems but no matter which game I just can't do it. There's giving players agency, then there's giving players too much agency. Combine that with the ability to pair any attribute with any skill, it all seems pointless.
It’s a lot of player agency, that’s for sure.
Very in depth review. Some points I agree with. Some I don’t. Overall good job.
I don't often save videos to my tabs...this one I did. Great work. I think that you are being a bit down on not finding the right ammo. This is a very Fallout activity. GMs have to know that this will cause players to interact with Traders to barter for what they need. This applies to just about all aspects of settlement building and crafting as well. It means that PCs are also driving the game and creating scenarios to push their own agendas. This need to scavenge and sell/buy, then craft/build is an aid to the GMs and avoids the need to railroad the players into adventuring. It is a feature not a bug. I just heard that another settlement needs your help!
In fallout 4 you can loot armor from raider dogs and give to Dogmeat
But isn’t the armor just cosmetic? Or does it offer protection?
@@DaveThaumavore it offers protection as far as I know, but companions can't be killed anyway, so it's more a design choice than anything
@@ZamboniZone It's just aesthetic. I googled it.
@DaveThaumavore ah well D&D had armor for horses so it's not unreasonable for This game to have dog armor stats
@@ZamboniZone I praised and welcomed it. 🤷🏻♂️
i read conan rpg quickstart rules and my impression was that it was a bit too much. i guess modiphius can't make "lean and clean" games
if yall want a decent fallout rpg, check out the Arcane Arcade custom system, he got permission from bethesda to build it, and it works really well. its also classless and allows for really interesting character builds.
My standard complaint about most 2d20 games is that they hide way too much functionality behind massive talent trees that would take years of play to get core Cool Things from the setting.
Also the low competency in starting characters from too many skills & specialties & talents.
Star Trek Adventures managed to avoid some of that, but Infinity is best example of this bloat where someone who was an Invincible Guard (think 40k Space Marine) can really suck if you didn't have decent luck so you can pickup the Gatekeeping talents (extra die on attacks, extra damage, etc) that you need for each weapon type.
Seems cool. However, as much as I love long gear tables, the ones on this game seem too contrived. Also, this being so rooted in the East Coast sucks. And of course getting official content on the West Coast requires a separate purchase.
I don't see how anyone could have an issue with meta-currency in Fallout! It's just V.A.T.S.
A bit rules heavy for me but... as soon as you mentioned you could play as a Mr. Handy I *needed* to run/play it! 🤣
Thanks for the vid! My handy drawing got the sub! 🤘
Modiphius churn out a lot of franchise RPGs & it feels very much like an automated money making exercise. Which is why I don't consider any of their products.
Some of the games they make are for things I like - but I wont buy them because I feel they are produced as a trend exploting strategy rather than with love.
Maybe my perception is wrong?
I also wonder this about Free League these days, but I have a few of their products & they seem very different & made with a great deal of passion.
A little hint: It's *all* just meant to make money. That's the whole point of the industry. To make money.
@@thatradiogeek Well, not always. People make games because they have a good idea & passion about something they believe in. They love the hobby & want to make something others will like. Yes they need to make some money from it to cover their time & cost & to live, but mostly their motivation is to make something cool.
However, as you note, when companies get bigger it becomes more about making money - _"we need a new thing to sell ~ think of something"_
That's when it becomes a soulless production line.
I'm not gonna lie, the mini game is rough. I played it with some hardcore Fallout fans friends, who also play Warhammer 40K, and various other mini wargames, and the Fallout mini game has phenomenal concepts, but executed poorly. The actual rules for playing are great, but you need a massive crate of tokens to do anything. It was very clearly a miniature wargame, but designed by people that make or play boardgames, and actually have not first hand experience with mini wargames.
Ah, that's unfortunate to hear.
Very cool video! 😊
The biggest problem with the Fallout Roleplaying Game is Modiphius' apparent allergy to making money given their absolutely abysmal attempts at meeting demands for the game system. Reprint shipping dates have been pushed out again and again even after having a big "Vault 33" sale. Meaning they were selling copies they have no intention on delivering on for months to possibly a year out. This has made getting a physical copy of the game next to impossible and meant that scalpers and second-hand market prices are astronomically high.
My advice for anyone wanting to check out the game? Don't unless you're okay with using only PDFs. Because Modiphius has no intention on actually meeting demand or attempting to print copies in any substantial quantity.
Shitty company with even shittier business practices. Makes WotC look downright professional.
Good review of an interesting game. Doesn't sound like my kind of fun, though.
Disagree on the item details. I think this makes the game more interesting.
Why do people seem allergic to any games heavier than D&D 5e nowadays? This isn't THAT crunchy. 20 years ago it would have been on the heavier side of rules-medium at worst.
Check out XP to lvl 3 (Jacob) Fallout RPG
nah
There are couple different Fallout rpgs out there it'd be interesting to see a comparison. What's funny is that Fallout 1 was based on GURPS at least originally.
Honestly man you sold me on the game
I am a Fallout nut and I love the crunch of this game. I haven’t bought this game solely because it’s based on the two D20 system and I’m just not a fan. Thanks for thorough review
I've never been a fan of the school of thought that says simulationist games have to be as granular as possible. You're likely gonna hit a wall at some point. I prefer more narrative games (like Fate) for simulation over hyper-crunchy systems like Twilight 2k
I really don’t think it’s fair to encourage people to purchase items from a knock-off miniature line. Those of us who enjoy Wasteland Warfare, appreciate Modiphius producing these high-quality resin miniatures, when so many companies are just going digital. And as Modiphius continues to remaster the Fallout miniature line in hard-plastic kits over the coming years, the price per miniature is going down significantly. For example, the new hard-plastic sprue raiders kits contain nearly twice as many miniatures for the same price as the older resin kits.
yeah now i see why the 2d20 system gets so much hate