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Author Topic: Fallout: A Post Nuclear Role Playing Game OOC (7/X)  (Read 26043 times)

impcamper

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Re: Fallout: A Post Nuclear Role Playing Game Interest Check/Testing
« Reply #180 on: July 10, 2018, 02:53:38 pm »

Use first aid on Hikano, and a stimpak if I can.

I don't know how much AP different actions take, and it makes it hard for me figure out what to do. Is there something that I can't find that has all the AP costs?
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randomgenericusername

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Re: Fallout: A Post Nuclear Role Playing Game Interest Check/Testing
« Reply #181 on: July 10, 2018, 03:34:21 pm »

It would be helpful to have a list of AP costs for all possible actions.
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

Stirk

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Re: Fallout: A Post Nuclear Role Playing Game Interest Check/Testing
« Reply #182 on: July 10, 2018, 10:17:41 pm »

[Very much in favor of dogpiling him. And I can run/kite, it hasn't been 12 hours yet, so I have 10 AP.


Fire the Canons!

I was under the impression everyone was going in fresh and unchemmed.

It would be helpful to have a list of AP costs for all possible actions.

That is annoying. There is a lot of possible actions :V

-1 AP to move 1 space
-Attack AP varies by weapon. Punching someone is 3AP, kicking is 4, shooting with a 10mm is 5. Aiming adds 1 AP, burst adds 1.
-Accessing inventory cost 4. Once in your inventory, you can use as many items as you want without additional cost, including using stimpacks and such, but not reloading weaponry or using them on other people.
-Reloading a weapon generally costs 2AP
-Using a skill is generally costs 2AP inside combat. Sneak is the one major exception, which is free to toggle. This is a change, usually you couldn't use Skills in combat.
-Opening and closing a door is 3AP.
-Using a Stimpack-either one on yourself or one on someone else-cost 2AP.
-Using a readied item generally costs 2 AP. This includes items such as keys, chems, etc. You can use most items on another person (including chems) this way.
-If you are Knocked Down by a critical hit or weapon effect, you lose AP.

That should basically be everything you need :V
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King Zultan

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Re: Fallout: A Post Nuclear Role Playing Game Interest Check/Testing
« Reply #183 on: July 11, 2018, 05:18:58 am »

Hit the death claw in the head with the crowbar as many times as I can.
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randomgenericusername

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Re: Fallout: A Post Nuclear Role Playing Game Interest Check/Testing
« Reply #184 on: July 11, 2018, 08:22:09 am »

[Very much in favor of dogpiling him. And I can run/kite, it hasn't been 12 hours yet, so I have 10 AP.


Fire the Canons!

I was under the impression everyone was going in fresh and unchemmed.

It would be helpful to have a list of AP costs for all possible actions.

That is annoying. There is a lot of possible actions :V

-1 AP to move 1 space
-Attack AP varies by weapon. Punching someone is 3AP, kicking is 4, shooting with a 10mm is 5. Aiming adds 1 AP, burst adds 1.
-Accessing inventory cost 4. Once in your inventory, you can use as many items as you want without additional cost, including using stimpacks and such, but not reloading weaponry or using them on other people.
-Reloading a weapon generally costs 2AP
-Using a skill is generally costs 2AP inside combat. Sneak is the one major exception, which is free to toggle. This is a change, usually you couldn't use Skills in combat.
-Opening and closing a door is 3AP.
-Using a Stimpack-either one on yourself or one on someone else-cost 2AP.
-Using a readied item generally costs 2 AP. This includes items such as keys, chems, etc. You can use most items on another person (including chems) this way.
-If you are Knocked Down by a critical hit or weapon effect, you lose AP.

That should basically be everything you need :V
This really helps. How does Sneak work in combat and would it be a good idea to always have Sneak toggled on?
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

TricMagic

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Re: Fallout: A Post Nuclear Role Playing Game Interest Check/Testing
« Reply #185 on: July 11, 2018, 08:53:50 am »

I am just going to Lie here...  *sneak*
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Stirk

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Re: Fallout: A Post Nuclear Role Playing Game Interest Check/Testing
« Reply #186 on: July 11, 2018, 11:21:21 pm »

Quote
How does sneak work in combat

Not very well, though I am not sure about the exact mechanics behind it :V. Generally once you start a fight, everyone knows where you are unless you one-hit killed the target, and I am not sure if that is intended behavior or not. I honestly never use sneak, since it slows down my walking speed and is annoying. I can't find the mechanics on it, I'll probably just roll sneak with a penalty based on perception and hex distance with basically the opposite of the combat modifiers when outside of combat.

It isn't the type of game where you can slam a knife in someone's back five times without them noticing, or shoot someone and have them brush it off as the wind five minutes later :V.

Quote
Use first aid on Hikano, and a stimpak if I can.

I don't know how much AP different actions take, and it makes it hard for me figure out what to do. Is there something that I can't find that has all the AP costs?

Stimpack-2 AP, roll d2, +14HP
First aid roll 76. 2 AP

Blaine attempts to use first aid on the injured Hikano, failing to heal the massive gashes left by the deathclaws claws of death. To fix this error, he stabs her with a stimpak, which immediately heals her injuries. (Hikano 22/22)

Blaine has 4 AP left. This will turn to AC since he didn't spend it.

Frank isn't good enough with his crowbar to actually hit the Deathclaw in the head with it, so he settles for a torso shot.
46%-20=26%
Roll 6, hit!
Crowbar damage 3-12
Damage 8 base.
Crit roll 39. Would be a crit if you could actually aim at his head, but not as is.
8-5DT = 3 base. 40 DR, 2 final damage.

Frank's hit strikes home, drawing first blood on the beast of the overseer. His strong hide blocks most of the strike's impact.

Did I really not put HP for Vakk? Ugg. 43/45. Sounds right.

Alright, that is all three people. It is now the Deathclaw's turn, then Hikano (if she survives), then everyone else again.
Spoiler (click to show/hide)

« Last Edit: July 11, 2018, 11:23:59 pm by Stirk »
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randomgenericusername

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Re: Fallout: A Post Nuclear Role Playing Game Interest Check/Testing
« Reply #187 on: July 12, 2018, 07:34:12 am »

Shouldn't I be at 9,10?
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

Stirk

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Re: Fallout: A Post Nuclear Role Playing Game Interest Check/Testing
« Reply #188 on: July 12, 2018, 11:59:03 am »

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TricMagic

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Re: Fallout: A Post Nuclear Role Playing Game Interest Check/Testing
« Reply #189 on: July 12, 2018, 12:01:08 pm »

Meant the Cow Patty special booster. It should last 12 hours.
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randomgenericusername

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Re: Fallout: A Post Nuclear Role Playing Game Interest Check/Testing
« Reply #190 on: July 12, 2018, 12:03:58 pm »

Shouldn't I be at 9,10?

You are at 9,10.
Int the map I'm at 9, 11, but I understand if that was just a map mistake.
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

Stirk

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Re: Fallout: A Post Nuclear Role Playing Game Interest Check/Testing
« Reply #191 on: July 12, 2018, 12:25:54 pm »

Meant the Cow Patty special booster. It should last 12 hours.

The fights are non-canon and non sequential. Which is also why you arn't at 50% HP, you are essentially starting fresh each time.

Shouldn't I be at 9,10?

You are at 9,10.
Int the map I'm at 9, 11, but I understand if that was just a map mistake.

It is clearly a sign from the Illuminati. I never make mistakes, they must have changed the image.
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Dustan Hache

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Re: Fallout: A Post Nuclear Role Playing Game Interest Check/Testing
« Reply #192 on: July 12, 2018, 12:32:00 pm »

I am guessing you decided that deathclaw hide counts as armor to kamikaze. Fair enough.
retaliate against frank with three unaimed punches, followed by a good kick to the head!
Try not to kill him, though.
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Stirk

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Re: Fallout: A Post Nuclear Role Playing Game Interest Check/Testing
« Reply #193 on: July 12, 2018, 01:03:41 pm »

I am guessing you decided that deathclaw hide counts as armor to kamikaze. Fair enough.
retaliate against frank with three unaimed punches, followed by a good kick to the head!
Try not to kill him, though.


I didn't. It is just that AC sucks.
P1: 90%-1-15= 74
Roll 6
Crit 76/no
Damage 12 -2 base 10 -2 final 8
P2: 52
Crit 60 no
Damage 7 -2 base 5 final 4
P3: 89 miss
Critical miss 1, no
Head kick 74-40=34
Roll 15, hit
Roll 47, 5 points from a crit.
Damage range 6-14, roll 6
6-2 base 4, final 3

Total 18 damage.

Vakk tries and succeeds in not killing Frank, although the poor guy has now been beaten half to death. Frank 16/34

Hikano and everyone else's turn.
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TricMagic

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Re: Fallout: A Post Nuclear Role Playing Game Interest Check/Testing
« Reply #194 on: July 12, 2018, 01:07:56 pm »

Sneak active.. Move!

Hikano rushes to it's back and jumps on it's tail.{4 AP}


"Eat this!" Fire at it from point blank.{5 AP}
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