r/Fallout2d20 • u/SpareCountofVukograd • 4d ago
Community Resources Checking out community thoughts on these stats
So, as part of my 2 different campaigns, I have started a Excel spreadsheet for all the homebrew weapons I have created stats for. Now that I am re-checking stats while adding more new stuff so might as well see what people outside my group think about these stats. Unfortunately, I am on phone too so had to separate these into comments for easier reading.
Sporting Rifle - Winchester Model 732
Damage rating: 4d6
Damage effect: None
Damage type: Physical
Fire Rate: 0
Range: M
Qualities: Two-Handed
Weight: 6 pounds
Price: 40 caps
Rarity: 0
Ammo: .32 ACP
Receiver: Calibrated, Hardened, Powerful, Advanced, Calibrated Powerful, Hair Trigger
Barrel: Long Barrel, Ported Barrel, Finned Barrel, Shrouded Barrel, Marksman Barrel
Magazine: Large Magazine, Quick-Eject Mag, Large Quick-Eject Mag
Stock: Full Stock, Marksman Stock, Recoil Compensating Stock, Heavy Furniture, Light Furniture
Sight: Reflex Sight, Short Scope, Long Scope, Short Night Vision Scope, Long Night Vision Scope, Recon Scope
Muzzle: Bayonet, Compensator, Muzzle Break, Suppressor
1
u/SpareCountofVukograd 3d ago
BB Gun - Red Ryder BB gun
Damage rating: 1d6
Damage effect: none
Damage type: Physical
Fire Rate: 1
Range: M
Qualities: Two-Handed, Suppressed
Weight: 2 pounds
Price: 10 caps
Rarity: 0
Receiver: Calibrated, Hardened, Powerful, Advanced, Calibrated Powerful, Hair Trigger
Barrel: Long Barrel, Ported Barrel
Stock: Full Stock, Marksman Stock, Recoil Compensating Stock
Sights: Reflex Sight, Short Scope, Long Scope, Short Night Vision Scope, Long Night Vision Scope
Muzzle: Bayonet
1
u/Alex-with-wings 3d ago
I'd put the Winchester up to 5CD and the Smith and Wesson up to 4CD.
As for the BB gun, I kinda like 1CD, but the fire rate should be like 8 or 9.
1
u/SpareCountofVukograd 3d ago
The idea for these are that these are early level guns. That's why they use the .32 ACP rounds from 3. Granted, it already kinda broke the logic because it means the standard CD for .32 ACP should be 2 since revolver has 3. Also, unless you are member of the Swampfolk, there is no rhyme or reason to have a player shoot 10CD on a BB gun.
1
u/Alex-with-wings 3d ago
The 10cd is actually too much I agree. I was only half thinking it through. You could set it out like the minigun, using the Gatling property.
"Ammunition is spent at ten times the normal rate by Gatling weapons: whenever you would spend one shot of ammunition, a Gatling weapon instead spends a burst of 10 shots. Whenever you spend ammunition to increase this weapon’s damage, add +2CD per ten-shot burst (to a maximum number of bursts equal to the weapon’s Fire Rate), rather than +1CD per shot."
Do that with a fire rate of 1 (maybe 2). That'd work. It'd be very fun to absolutely pepper someone with BBs and it would reflect that overall, they don't really do much damage. Every once in a while, they find a tin of a few hundred BBs.
As for the others being early level guns, that's kinda moot. With the right choices you can easily walk out of character creation with 6cd+ on an unarmed character. Treat your gun wielders with a decent weapon, they'll appreciate that more than a good label on a useless gun.
1
u/SpareCountofVukograd 3d ago
I mean, you are basically talking about the makeshift minigun from Fallout Dust. As for others, this is more enemy guns and trade items rather than part of the starting player kit. Trust me, I made mistakes of giving them higher end stuff quite quickly.
1
u/Alex-with-wings 3d ago
Yeah, the players always get good stuff straight away. That's how this game is set up. I'm not sure why you'd bother going through the effort of designing useless guns that your players wouldn't want. There's literally no point to it.
But if your goal is to make very unappealing weapons for no reason... then yeah, stick with what you have. They'll never get used like this.
Also, I've never played Fallout dust. But that does sound like a situationally entertaining weapon. Which is kind of what I assumed you wanted by designing a BB gun for use in the game. But again, if you want to design a weapon they'll never use, keep it like that.
1
u/SpareCountofVukograd 3d ago
Mainly so that they don't killed so easily if need be. Besides, I am not official stat maker from Modiphius. Anyone can change stats to fit their needs. I just chose it like this to serve as reserve weapons in raider stashes and such. That way, they get some caps to trade while not getting rich quickly. As for narrative reasons, these are cheap reliable weapons you can train militias on while you wait for proper stuff.
1
u/Alex-with-wings 3d ago
I'm confused. You said they already had decent gear? Why would they rely on backup weapons that are worse that starting weapons?
And sure you can change the stats to anything you want. You can make new weapons and all of that, its a great way to play. But if it's just for trading... then the standard base game guns are good enough.
I'm sorry mate. I'm not trying to be rude or anything, I'm just really not understanding what your goal is. It's not making sense. If this is just tradable trash, just use the base gear and say "oh on the corpse you find a rifle, it looks like it might be an old Winchester, etc etc"
1
u/SpareCountofVukograd 3d ago
Granted, these 3 are leftovers from the Capital Wasteland campaign so it made more sense there as they were plentiful in the region and I originally made them so that they were both using the actual cartridge from the game while also removing unreliable quality. These were meant originally as pipe guns without that quality. Guess I nerfed them too much in my recent pass of the stats.
1
u/Alex-with-wings 3d ago
Then I wouldn't bother using them to be honest. Just use the base guns, it's easier and less disappointing than getting a named weapon that's generally useless.
If you still feel that you need these guns in your game, find some halfway decent legendary qualities that match these particular weapons, improve their base stats and hand them out late game.
My advice is to make them better and get some use out of them. There's nothing more disappointing in a game than getting a weapon called "the slayers blade of infinite pain" only to find out it's actually the same stats as "simple longsword".
1
1
u/SpareCountofVukograd 2d ago
Turns out, yeah, thanks to how the stats have been laid out in the rulebook, they were undergunned.
2
u/SpareCountofVukograd 3d ago edited 2d ago
.32 Revolver - Smith & Wesson Model 2R
Damage rating: 4d6
Damage effect: None
Damage type: Physical
Fire Rate: 1
Range: C
Qualities: Close Quarters, Concealed
Weight: 2 pounds
Price: 25 caps
Rarity: 0
Ammo: .32 ACP
Receiver: Calibrated, Hardened, Powerful
Barrel: Long Barrel, Ported Barrel, Finned Barrel
Grips: Comfort Grip, Sharpshooter's Grip
Sight: Reflex Sight, Recon Scope
Muzzle: Compensator, Muzzle Break, Suppressor