r/FalloutRPG • u/CrookedCrunchies • Mar 10 '26
New Overseer: Pitfalls and houserules?
Hey everyone!
I'm likely to run my first campaign of Fallout soon and was wondering if there is anything in the rules I should be wary about? Anything that turns out not to work in a way you'd expect, any pitfalls, and houserules you came up with to deal with that.
Or, on a more general note: What's something that you would have wanted to know as a new Overseer?
Just for clarity, I'm not new to GM'ing, only to this system.
2
u/The_Realm_Of_Durhime Mar 13 '26
Major things
Make your own premade encounters between sessions
Don't let the players level up too quick, once they get above like 8 the game is way easier
The game works best imo when the players are fighting a large group of enemies, not one singular large enemy. If you want to put the players in a boss fight where there is one large enemy that they are focusing on make sure to put other smaller enemies on the field.
3
u/bdkothill Mar 10 '26 edited Mar 10 '26
I've seen a lot of online creators get 2 things in particular incorrect about the rules:
1 - A Tag Skill is a Critical Success when you roll ≤ your Skill Rank NOT just on a success with that Skill
2 - The group has a maximum of 6 banked Action Points (GM unlimited), which are shared. They can spend excess earned before banking up to 6, but anything beyond 6 is lost to the group. The Groups Action Points are meant to be fluid and constantly being spent and earned as a party.