Talk:Classes (5e Fallout Supplement)

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Proficiency[edit]

My table recently finished a campaign in this setting, during which I had an idea. At the moment, proficiency is determined in the typical 5e way; you either do or don't have proficiency, and proficiency increases by level. However, what if we overhauled that so that when you gain a level, you also gain a number of "skill points" equal to your Intelligence modifier in addition to picking a perk that can be spent to give a bonus up to +12 (i.e. Expertise at 20th level) in addition to its normal ability bonus? Weapon/Damage types may have to be limited to +3 (+6 for full proficiency with weapon and damage type), or we could overhaul armor and creature attack bonuses. Doing so would grant this both more similarity to Fallout's mechanics, and give 5e a bit more of an experimental twist.--Ref3rence (talk) 13:37, 28 February 2022 (MST)

Cost Inflation[edit]

I find the cost of retrofitting cybernetics, as well as a lot of other new content (particularly a lot of mods), a bit extreme. Not including the air cannon, which I forgot to rebalance the cost of, the anti-material rifle was meant to be the single most expensive weapon in the game at ~500 caps, with most other end-game items maxing out at around 1000 caps. I recognize that it might seem justified since I still haven't gotten around to rebalancing PA prices, but it just doesn't seem right that a non-human retrofitting a cybernetic should cost the same as 5 AMRs, or that something as simple as an underbarrel grenade launcher would cost the same as 2 AMRs.--Ref3rence (talk) 09:23, 25 March 2022 (MDT)

Gunner Perks[edit]

I noticed that most gunner perks were missing. Could someone add those? —The preceding unsigned comment was added by 2001:569:7de3:7b00:84d7:e135:9fbf:8bb6 (talk). Please sign your posts.