My long and pointless exercise on thinking a Rework of the Skill System.

Walpknut

This ghoul has seen it all
My long and pointless exercise on thinking a Rework of the Skill System that doesn't involve stupid removals of entire Mechanics.

Okay so here goes my attempt at reworking and expanding the Skill system without removing it like Bethesda did, my take is obviously not perfect and you are welcome to share your ideas, even if they are scrapping my take entirely.
Okay so the main idea is to streamline PRESENTATION of information rather than mechanics while also making some parts a little bit more punishing while making others more rewarding. This is taking the new "Real time format" into account

Many players, specially newer ones find the effects of each SPECIAL stat rank and skill to be obscure and unclear to the player, taking this into account I devised a representation system that would award the player a special title or Rank on each stat depending on the level it has, think of the Vit-o-matic vigor tester in New Vegas’ Tutorial.
Example, Jimmy has 3 Strenght, he opens up his pipboy and navigates to the SPECIAL tab, it would list his individual Special numerical values, but when he hovers over them an info tab next to it appears.
It Would have an image of a skinny Vault boy. Under it would say Doughty Baby and list the specific effects of the Strenght ranks it has, with the percentages and specific carry weight, etc.
SPECIAL stats would all start at Rank 5 on character creation with 5 extra points to assign, like normal. You can of course take points from other stats yadda yadda. Now this is the part where it gets kind of nasty.
As all skills start at rank 5, 5 nets no Rewards, but also nets no penalties. As such a stat on 5 indicates the average character statistics.
Any stat under 5 will carry penalties, and any Stat above 5 will give the player increasing rewards in their basic statistics along with access to special dialogue options, perks and checks.

The Skill System would also have a Rank system…. Don’t go, hear me out.
Each rank of a Skill would require a specific amount of Skill points each to reach, the rank is again to inform the player what they exactly are getting from their current skill level.
Each Skill would have 10 ranks, but each rank would require an increasing amount of skill points to reach. The amount of skill points required per rank would be directly affected by the associated SPECIAL stat.
All Skills would start at 0 points with the exception of the 3 Tagged skills (That would automatically receive 2 ranks) and those skills influenced by the Stats you have above 5 which would receive a passive increase in Points, with 1 points received per SPECIAL rank and those affected by traits like Skilled and the like.
As such you could start out the game with a Skill already at rank 3 if you build your character for that or to give the secondary skills you might be interested in a Slight push.
For example at Level 5 Strenght the Melee Ranks would be like this:
0+10>Rank 1 + 10> Rank2 + 10>Rank 3 + 10 > Rank 4 + 10 > Rank 5 + 12 > Rank 6 + 12 >Rank 7 +15>Rank 8 + 17> Rank 9 + 20> Rank 10.
Of course to justify the increase Rank 10 of skills would basically net you the benefits of a special Perk, while still being related to your basic statistics.
No with a Rank 10 in Strenght the Melee Ranks would be like this:
0 + 10>Rank 1 + 8> Rank2 + 8>Rank 3 + 8 > Rank 4 + 8 > Rank 5 + 10 > Rank 6 + 10 >Rank 7 +12>Rank 8 + 12> Rank 9 + 15> Rank 10.
A Level 1 Strenght the Melee Ranks would be like this:
0+14>Rank 1 + 14> Rank2 + 14>Rank 3 + 14 > Rank 4 + 14 > Rank 5 + 16 > Rank 6 + 16 >Rank 7 +18>Rank 8 + 20> Rank 9 + 25> Rank 10.

The Skill growth of each skill is affected by different SPECIAL Stats each, this would make the common complaint of some stats being more important than others while still allowing enterprising players to make Challenge builds.
Explanation on SPECIAL STATS

All Organized by Rank from 1 to 10, Copy pasting the List screwed up the number, and bleh, too much work to change 100 numbers one by one.
Strenght:

  1. Rank1: Carry Weight 45. -30% Damage to all Unarmed and Melee attacks. -20% Resistance to Knockbacks. Melee and Unarmed have THE SLOWEST GROWTH RANK. Can’t wield Big nor Medium Weapons of any Skill set at all. Grenades can only be lobbed 1 meter away.


  1. Rank2: Carry Weight 65. -20% Damage to all Unarmed and Melee attacks. -15% Resistance to Knockbacks. Can’t Wield Big Weapons of any Skillset at all, Medium weapons have a pentalty, with -50% Attack Speed on Melee and Unarmed and +50% Weapon Spread on Guns, Energy and projectile explosives. Grenades can only be Lobbed 1 meter away.


  1. Rank3: Carry Weight 85. -10% Damage to all Unarmed and Melee attacks. -10% Resistance to Knockbacks. Melee and Unarmed have A MUCH SLOWER Growth Rank. Big Weapons of all Skillsets have a Penalty with -50% Attack Speed on Melee and Unarmed and +50% Weapon Spread on Guns, Energy and projectile explosives , Medium weapons have a pentalty, with -40% Attack Speed on Melee and Unarmed and +40% Weapon Spread on Guns, Energy and projectile explosives. Grenades can only be Lobbed 1.5 meters away.


  1. Rank4: Carry Weight 100. -5% Damage to all Unarmed and Melee attacks. -5% Resistance to Knockbacks. Big Weapons of all Skillsets have a Penalty with -40% Attack Speed on Melee and Unarmed and +40% Weapon Spread on Guns, Energy and projectile explosives , Medium weapons have a pentalty, with -20% Attack Speed on Melee and Unarmed and +20% Weapon Spread on Guns, Energy and projectile explosives. Grenades can only be Lobbed 1.5 meters away.


  1. Rank5: Carry Weight 120. - Melee and Unarmed have a Normal Growth Rank. Big Weapons of all Skillsets have a slight Penalty with -20% Attack Speed on Melee and Unarmed and +10% Weapon Spread on Guns, Energy and projectile explosives , Medium weapons of all skillsets can be wielded normally. Grenades can be Lobbed 3 meters away.


  1. Rank6: + 1 skill points to the current Melee and Unarmed Rank. Carry Weight 170. +5% Damage to all Unarmed and Melee attacks. +5% Resistance to Knockbacks. Big Weapons of all skillsets can be wielded normally, Medium weapons receive a slight boost, with +10% Attack Speed on Melee and Unarmed and -15% Weapon Spread on Guns, Energy and projectile explosives. Grenades can be lobbed up to 3.5 meters away.


  1. Rank7: + 2 skill points to the current Melee and Unarmed Rank. Carry Weight 220. +10% Damage to all Unarmed and Melee attacks. +10% Resistance to Knockbacks. Melee and Unarmed have A FASTER Growth Rank. Big Weapons of all skillsets can be wielded normally, Medium weapons receive a slight boost, with +12% Attack Speed on Melee and Unarmed and -12% Weapon Spread on Guns, Energy and projectile explosives. Grenades can be lobbed up to 4 meters away.


  1. Rank8:+ 3 skill points to the current Melee and Unarmed Rank. Carry Weight 270. +15% Damage to all Unarmed and Melee attacks. +15% Resistance to Knockbacks. Big Weapons of all skillsets receive a slight boost with +10% Attack Speed on Melee and Unarmed and -15% Weapon Spread on Guns, Energy and projectile explosives, Medium weapons receive a boost, with +15% Attack Speed on Melee and Unarmed and -15% Weapon Spread on Guns, Energy and projectile explosives. Grenades can be lobbed up to 5 meters away.


  1. Rank9: + 4 skill points to the current Melee and Unarmed Rank. Carry Weight 320. +20% Damage to all Unarmed and Melee attacks. +20% Resistance to Knockbacks. Melee and Unarmed have A MUCH FASTER Growth Rank. Big Weapons of all skillsets receive a boost with +12% Attack Speed on Melee and Unarmed and -12% Weapon Spread on Guns, Energy and projectile explosives, Medium weapons receive a Big boost, with +20% Attack Speed on Melee and Unarmed and -20% Weapon Spread on Guns, Energy and projectile explosives. Grenades can be lobbed up to 5 meters away.


  1. Rank10: + 6 skill points to the current Melee and Unarmed Rank. Carry Weight 370. +25% Damage to all Unarmed and Melee attacks. +25% Resistance to Knockbacks. Melee and Unarmed have THE FASTEST Growth Rank. Big Weapons of all skillsets receive a big boost with +20% Attack Speed on Melee and Unarmed and -20% Weapon Spread on Guns, Energy and projectile explosives, Medium weapons receive a HUGE boost, with +30% Attack Speed on Melee and Unarmed and -30% Weapon Spread on Guns, Energy and projectile explosives. Grenades can be lobbed up to 5 meters away.



Perception: Radar Range, would not only determine how far you can detect enemies but also how far you start seeing compass marks for towns.

  1. Rank1: Radar Range 1 meter. +15% Spread/Weapon wobble (Or -15% Accuracy) to all thrown, Energy, Gun and projectile explosive weapons. 5 Meter Vision (This would be represented by everything farther than 8 meters to get much blurrier, the values could be increased in case this becomes too dizzying to even comfortably play with), Guns, Energy Weapons and Explosives have THE SLOWEST GROWTH RANK.


  1. Rank2: Radar Range 1.5 meters. +12% Spread/Weapon wobble (Or -12% Accuracy) to all thrown, Energy, Gun and projectile explosive weapons. 8 Meter Vision.



  1. Rank3: Radar Range 2 meters. +10% Spread/Weapon wobble (Or -10% Accuracy) to all thrown, Energy, Gun and projectile explosive weapons. 10 Meter Vision.
Guns, Energy Weapons and Explosives have A MUCH SLOWER RANK GROWTH.


  1. Rank4: Radar Range 2.5 meters. +5% Spread/Weapon wobble (Or -5% Accuracy) to all thrown, Energy, Gun and projectile explosive weapons. 12 Meter Vision.


  1. Rank5: Radar Range 3 meters. 15 Meter Vision.


  1. Rank6: Radar Range 4 meters. -5% Spread/Weapon wobble (Or +5% Accuracy) to all thrown, Energy, Gun and projectile explosive weapons. 20 Meter Vision. +1 Skill points to Gun, Energy Weapons and Explosives.


  1. Rank7: Radar Range 5 meters. -10% Spread/Weapon wobble (Or +10% Accuracy) to all thrown, Energy, Gun and projectile explosive weapons. 25 Meter Vision. +2 Skill points to Gun, Energy Weapons and Explosives.
Guns, Energy Weapons and Explosives have A FASTER RANK GROWTH.


  1. Rank8: Radar Range 6 meters. -12% Spread/Weapon wobble (Or +12% Accuracy) to all thrown, Energy, Gun and projectile explosive weapons. 20 Meter Vision. +3 Skill points to Gun, Energy Weapons and Explosives.


  1. Rank9: Radar Range 7 meters. -15% Spread/Weapon wobble (Or +15% Accuracy) to all thrown, Energy, Gun and projectile explosive weapons. 30 Meter Vision. +4 Skill points to Gun, Energy Weapons and Explosives.
Guns, Energy Weapons and Explosives have A MUCH FASTER RANK GROWTH.


  1. Rank10: Radar Range 9 meters. -25% Spread/Weapon wobble (Or +25% Accuracy) to all thrown, Energy, Gun and projectile explosive weapons. 40 Meter Vision. +6 Skill points to Gun, Energy Weapons and Explosives.
Guns, Energy Weapons and Explosives have THE FASTETS RANK GROWTH.


Endurance:

  1. Rank1: 50 Base HP. -40% Limb HP. 10 Second Underwater Breathing. -25% Rad and Poison Resistance.
+25% Addiction rate to Drugs and booze, plus Drugs and Booze negative effects last Four times as long.
Primary needs increase 20% faster.
Survival has the SLOWEST Rank Growth.


  1. Rank2: 70 Base HP. -30% Limb HP. 15 Second Underwater Breathing. -20% Rad and Poison Resistance.
+20% Addiction rate to Drugs and booze, plus Drugs and Booze negative effects last Three times as long.
Primary needs increase 15% faster.


  1. Rank3: 80 Base HP. -20% Limb HP. 20 Second Underwater Breathing. -15% Rad and Poison Resistance.
+15% Addiction rate to Drugs and booze, plus Drugs and Booze negative effects last Twice as long.
Primary needs increase 10% faster.
Survival has A much Slower Rank Growth.


  1. Rank4: 90 Base HP. -15% Limb HP. 25 Second Underwater Breathing. -8% Rad and Poison Resistance.
+10% Addiction rate to Drugs and booze, plus Drugs and Booze negative effects a little longer (X1.5). Primary needs increase 5% faster.


  1. Rank5: 100 Base HP. 30 Second Underwater Breathing.



  1. Rank6: 120 Base HP. +10% Limb HP. 35 Second Underwater Breathing. +10% Rad and Poison Resistance.
-10% Addiction rate to Drugs and booze. Primary needs increase 5% Slower. +2 Points to Survival


  1. Rank7: 150 Base HP. +15% Limb HP. 40 Second Underwater Breathing. +15% Rad and Poison Resistance.
-15% Addiction rate to Drugs and booze. Primary needs increase 10% Slower. + 3 Points to Survival.
Survival has A FASTER RANK GROWTH.


  1. Rank8: 180 Base HP. +20% Limb HP. 50 Second Underwater Breathing. +20% Rad and Poison Resistance.
-20% Addiction rate to Drugs and booze. Primary needs increase 15% Slower. + 4 Points to Survival.


  1. Rank9: 220 Base HP. +25% Limb HP. 1 Minute Underwater Breathing. +25% Rad and Poison Resistance.
-25% Addiction rate to Drugs and booze. Primary needs increase 20% Slower. + 5 Points to Survival.
Survival has A MUCH FASTER RANK GROWTH.


  1. Rank10: 300 Base HP. +30% Limb HP. 2 Minutes Underwater Breathing. +30% Rad and Poison Resistance.
-30% Addiction rate to Drugs and booze. Primary needs increase 25% Slower. + 7 Points to Survival.
Survival has THE FASTETS RANK GROWTH.
Charisma:
Companion Loyalty is a meter every individual companion has, it can be increased by player actions during quests, reputation, karma alignment, conversation and even by accidents during combat. Loyalty Starts out at 0%, which doesn’t give Companions any Boost or penalty and allows the player to access basic commands like Waiting, accessing inventory and changing their tactics.
Positive increases can reach 100% companion nerve normally, giving the player access to special commands (like being able to using Companions’ skills on world items and even during conversation), combat boosts. Certain perks and quest rewards allow the player to go past 100% and access further rewards.

Loyalty can also decrease to Minus 100%, this usually involves penalties during combat, closing off of specific dialogue options, at a low enough rate companions might just get dismissed when told to wait, you won’t be able to access their inventories, they might threaten to leave you permanently unless you pass a Speech check to convince them to stay while you improve on their loyalty, and when Loyalty reaches -100% they will just attack you like any other enemy.




  1. Rank1: Can’t recruit Companions. Reputation Loses are 30% bigger. Reputation gain is 30% smaller. Goods are 20% more expensive and sales are 20% cheaper. Surrendering in combat (Holstering weapons and staying still) doesn’t work. Enemies attack you on sight.
    -6 Skill points to Speech and Barter.
    Speech and Barter have THE SLOWEST Rank Growth.


  1. Rank2: Can’t recruit Companions. Reputation Loses are 20% bigger. Reputation gain is 20% smaller. Goods are 15% more expensive and sales are 15% cheaper. Surrendering in combat has only a 10% chance of working. Enemies attack you on sight. -4 Skill points to Speech and Barter.



  1. Rank3: Can recruit a maximum of 1 Companion after and appropriate skill check. Initial -30% Companion Loyalty Penatly. Loyalty decreases are 15% bigger with increases being 15% smaller. Reputation Loses are 15% bigger. Reputation gain is 15% smaller. Goods are 10% more expensive and sales are 10% cheaper. Surrendering in combat has only a 15% chance of working. Enemy tolerance radius is 20 meters
-3 Skill points to Speech and Barter.
Speech and Barter have A much Slower Rank Growth.


  1. Rank4: Can recruit a maximum of 1 Companion after and appropriate skill check. Initial -20% Companion Loyalty Penatly. Loyalty decreases are 10% bigger with increases being 10% smaller. Reputation Loses are 10% bigger. Reputation gain is 10% smaller. Goods are 5% more expensive and sales are 5% cheaper.
    Surrendering in combat has only a 20% chance of working. Enemy tolerance Radius is 10 meters
-2 Skill points to Speech and Barter.


  1. Rank5: Can recruit a maximum of 2 Companions. Surrendering in combat has only a 20% chance of working. Enemy tolerance Radius is 10 meters



  1. Rank6: Can recruit a maximum of 2 Companions. Initial +15% Companion Loyalty. Loyalty increases are 10% bigger with decreases being 10% smaller. Reputation gain is 10% Bigger. Reputation Loses are 10% smaller. Goods are 2% Cheaper and sales are 2% bigger. Surrendering in combat has a 25% chance of working. Enemy tolerance Radius is 8 meters

+1 Skill points to Speech and Barter.


  1. Rank7: Can recruit a maximum of 2 Companions. Initial +15% Companion Loyalty. Loyalty increases are 10% bigger with decreases being 10% smaller. Reputation gain is 10% Bigger. Reputation Loses are 10% smaller. Goods are 3% Cheaper and sales are 3% bigger. Surrendering in combat has a 30% chance of working.
    Enemy Tolerance radius is 7 meters.
+2 Skill points to Speech and Barter.
Speech and Barter have A FASTER RANK GROWTH.


  1. Rank8: Can recruit a maximum of 3 Companions. Initial +15% Companion Loyalty. Loyalty increases are 12% bigger with decreases being 12% smaller. Reputation gain is 15% Bigger. Reputation Loses are 15% smaller. Goods are 4% Cheaper and sales are 4% bigger. Surrendering in combat has a 35% chance of working.
    Enemy Tolerance radius is 6 meters.
+4 Skill points to Speech and Barter.


  1. Rank9: Can recruit a maximum of 3 Companions. Initial +20% Companion Loyalty. Loyalty increases are 13% bigger with decreases being 15% smaller. Reputation gain is 20% Bigger. Reputation Loses are 20% smaller. Goods are 6% Cheaper and sales are 6% bigger. Surrendering in combat has a 40% chance of working.
    Enemy Tolerance radius is 5 meters.
+5 Skill points to Speech and Barter.
Speech and Barter have A MUCH FASTER RANK GROWTH.



  1. Rank10: Can recruit a maximum of 4 Companions. Initial +25% Companion Loyalty. Loyalty increases are 30% bigger with decreases being 30% smaller. Reputation gain is 30% Bigger. Reputation Loses are 30% smaller. Goods are 10% Cheaper and sales are 10% bigger. Surrendering in combat has a 60% chance of working.
    Enemy Tolerance radius is 2 meters.
+7 Skill points to Speech and Barter.
Speech and Barter have THE FASTETS RANK GROWTH.




Intelligence:
Probably the most controversial change I’ll make…


  1. Rank 1: Base Skill Points per Level Up 5. Pipboy won’t display effects of chems and other items. Assorted text on the Pipboy screen, dialogue and UI will be rendered into gibberish.
Can’t read Notes or Skill books. A lot of quests and Dialogue will be inaccessible.
Science, Mechanics and Medicine will have the SLOWEST Rank growth.


  1. Rank 2: Base Skill Points per Level Up 6. Pipboy won’t display effects of chems and other items.
Assorted text on the Pipboy menu and UI will be rendered into gibberish.
Can’t read Notes or Skill books. A good amount of quests and Dialogue will be inaccessible.


  1. Rank 3: Base Skill Points per Level Up 7. Pipboy won’t display effects of chems and other items until after you use them once.
Assorted text on the Pipboy menus will be rendered into gibberish.
Can’t read Notes, Boosts from Skill books are halved.
A good amount of quests and Dialogue will be inaccessible.
Science, Mechanics and Medicine will have a Much Slower Rank Growth.


  1. Rank 4: Base Skill Points per Level Up 8. Pipboy won’t display effects of chems and other items until after you use them once.
Boosts from Skill books are halved.



  1. Rank 5: Base Skill Points per Level Up 10.


  1. Rank 6: Base Skill Points per Level Up 12. +2% Exp. Magazines give +2 extra temporary Skillpoints upon use.
Science, Mechanics and Medicine have a SOMEWHAT FASTER Rank Growth. +2 Skill points in Science, Mechanics and Medicine


  1. Rank 7: Base Skill Points per Level Up 13. +3% Exp. Magazines give +2 extra temporary Skillpoints upon use. Effects of magazines last 10% longer.
Science, Mechanics and Medicine have a SLIGHTLY FASTER Rank Growth. +3 Skill points in Science, Mechanics and Medicine


  1. Rank 8: Base Skill Points per Level Up 14. +4% Exp. Magazines give +3 extra temporary Skillpoints upon use. Effects of magazines last 12% longer. Skill books give an extra Skill Point.
Science, Mechanics and Medicine have a FASTER Rank Growth. +4 Skill points in Science, Mechanics and Medicine.


  1. Rank 9: Base Skill Points per Level Up 15. +5% Exp. Magazines give +4 extra temporary Skillpoints upon use. Effects of magazines last 15% longer. Skill books give an extra Skill Point.
Science, Mechanics and Medicine have a MUCH FASTER Rank Growth. +5 Skill points in Science, Mechanics and Medicine.


  1. Rank 10: Base Skill Points per Level Up 18. +5% Exp. Magazines give +4 extra temporary Skillpoints upon use. Effects of magazines last 15% longer. Skill books give an extra Skill Point.
Science, Mechanics and Medicine have THE FASTEST Rank Growth. +7 Skill points in Science, Mechanics and Medicine.

AGILITY:
Base use of skill points in Vats:
Small arms 15 AP per attack. Melee and Unarmed 5 AP, 7 AP Special attacks.
Medium Arms 20 AP Per Attack. Melee Unarmed 10 AP, 15 AP Special Attacks.
Big Weapons 30 AP, 40 Special Attacks.



  1. Rank 1: Base AP 20. Sprinting rate: 5 AP per second. -30% movement speed. -30% Jumping distance. -10% Attack Speed. Pulling the pipboy up is 10% slower.
Sneak and Infiltrator have the SLOWEST Rank Growth.


  1. Rank 2: Base AP 30. Sprinting rate: 5 AP per second. -20% movement speed. -25% Jumping distance. -10% Attack Speed. Pulling the pipboy up is 5% slower.


  1. Rank 3: Base AP 40. Sprinting rate: 5 AP per second. -15% movement speed. -15% Jumping distance. -5% Attack Speed. Pulling the pipboy up is 5% slower.
Sneak and Infiltrator have a MUCH SLOWER Rank Growth.


  1. Rank 4: Base AP 50. Sprinting rate: 4 AP per second. -10% movement speed. -10% Jumping distance. -5% Attack Speed. Pulling the pipboy up is 5% slower.


  1. Rank 5: Base AP 60. Sprinting rate: 4 AP per second.



  1. Rank 6: Base AP 70. Sprinting rate: 4 AP per second. +10% movement speed. +10% Jumping distance. +5% Attack Speed. Pulling the pipboy up is 5% faster. +2 Skill Point to Stealth and Infiltrator.


  1. Rank 7: Base AP 80. Sprinting rate: 4 AP per second. +15% movement speed. +15% Jumping distance. +10% Attack Speed. Pulling the pipboy up is 7% faster.
    Stealth and Infiltrator have a Slightly faster Rank Growth. +3 Skill Point to Stealth and Infiltrator.


  1. Rank 8: Base AP 90. Sprinting rate: 2 AP per second. +20% movement speed. +20% Jumping distance. +15% Attack Speed. Pulling the pipboy up is 8% faster.
    Stealth and Infiltrator have a FASTER Rank Growth. +4 Skill Point to Stealth and Infiltrator.


  1. Rank 9: Base AP 100. Sprinting rate: 2 AP per second. +25% movement speed. +25% Jumping distance. +15% Attack Speed. Pulling the pipboy up is 9% faster.
    Stealth and Infiltrator have a MUCH FASTER Rank Growth. +5 Skill points to Stealth and Infiltrator.


  1. Rank 10: Base AP 140. Sprinting rate: 2 AP per second. +30% movement speed. +30% Jumping distance. +20% Attack Speed. Pulling the pipboy up is 12% faster.
Stealth and Infiltrator have THE FASTEST Rank Growth. +7 Skill points to Stealth and Infiltrator.




LUCK:

  1. Rank 1: 50% Chance of Player critical Failures. 0.5% Critical Chance.
    5% Of finding random encounters. 50% Chance of encountering Enemy ambushes.
-50% luck on gambling.


  1. Rank 2: 40% Chance of Player critical Failures. 2% Critical Chance.
    10% Of finding random encounters. 45% Chance of encountering Enemy ambushes.
-40% luck on gambling.



  1. Rank 3: 30% Chance of Player critical Failures. 3% Critical Chance.
    15% Of finding random encounters. 40% Chance of encountering Enemy ambushes.
-30% luck on gambling.



  1. Rank 4: 20% Chance of Player critical Failures. 4% Critical Chance.
    18% Of finding random encounters. 35% Chance of encountering Enemy ambushes.
-10% luck on gambling.



  1. Rank 5: 10% Chance of Player critical Failures. 5% Critical Chance.
    25% Of finding random encounters. 30% Chance of encountering Enemy ambushes.




  1. Rank 6: 9% Chance of Player critical Failures. 6% Critical Chance.
    30% Of finding random encounters. 25% Chance of encountering Enemy ambushes.
+10% luck on gambling. All Skills +1 Skill Points.



  1. Rank 7: 8% Chance of Player critical Failures. 7% Critical Chance.
    35% Of finding random encounters. 20% Chance of encountering Enemy ambushes.
+20% luck on gambling All Skills +2 Skill Points.



  1. Rank 8: 7% Chance of Player critical Failures. 8% Critical Chance.
    40% Of finding random encounters. 15% Chance of encountering Enemy ambushes.
+30% luck on gambling All Skills +3 Skill Points.



  1. Rank 9: 6% Chance of Player critical Failures. 9% Critical Chance.
    45% Of finding random encounters. 10% Chance of encountering Enemy ambushes.
+35% luck on gambling All Skills +4 Skill Points.



  1. Rank 10: 5% Chance of Player critical Failures. 10% Critical Chance.
    50% Of finding random encounters. 5% Chance of encountering Enemy ambushes.
+50% luck on gambling All Skills +5 Skill Points.



Skills:

Ranks of Skills.
Combat:

-Melee: Each rank ups damage per attack by 5%. (Rank 10 gives a 10% increase and opens the best related perks) Medium Melee Weapons need a Minimum Rank of 5 to use normally, Big Melee Weapons need a minimum rank of 7 to use normally. Otherwise they have a 20% penalty to damage. Every 2 Ranks Unlocks Special moves both in VATS and regular combat.
Small Weapons: Knifes, wooden Bats, Machetes, cleavers, Small scythes, gardening, sticks, scissors, bone saws, hammers and switchblades.
Throwing: Knives, darts and rocks.
Medium Weapons: Swords, Sledgehammers, Metal Bats, whips, Scythes, Rakes, clubs, fire axes, etc.
Throwing: Spears.
Big Weapons: Super Sledges, Broadswords, Big clubs, Chainsaws, big axes, etc.

-Unarmed: Each rank ups damage per attack by 5% (Rank 10 gives a 10% increase). Advanced Unarmed Weapons need a Minimum Rank of 5 to use normally Otherwise they have a 20% penalty to Attack Speed. Every 2 Ranks Unlocks Special moves both in VATS and regular combat including Kicks and body slams. Perks and other characters add more moves. Unarmed VATS work more like a Move combo chain, requiring players to find synergy between moves.
Small Weapons: Bare fists, brass knuckles, Kick boxing gear, combat boots, spiked knuckles, boxing gloves, assorted “improvised” knuckles. Can be Dual wielded after Rank 2.

Medium: Ballistic Fists, displacer gloves, power armor boots, power armor gloves, zapper gloves, etc.

-Guns: Each Rank increases accuracy with weapons by 5% (Rank 10 gives a 10% increase and opens the best related perks), Casing drop by 5% and decreases weapon degradation by 2%. Medium arms require a minimum rank of 5 to use properly, Big Arms require a minimum rank of 7 to use properly and the appropriate Strength value. Otherwise they have a 20% penalty to accuracy.

Small Arms: Pistols, bows, crossbows and smgs
Medium Arms: Rifles, machine guns, shotguns, “hand cannons”, medium sniper rifles.
Big Weapons: Miniguns, Heavy Sniper Rifles, ballistic rail canons, etc.

Guns have a lot of ammo types to deal with different type of enemy armor.

-Energy Weapons: Each Rank increases accuracy with weapons by 5% (Rank 10 gives a 10% increase and opens the best related perks), Drained cell drop by 5% and decreases weapon degradation by 1%. Medium arms require a minimum rank of 5 to use properly, Big Arms require a minimum rank of 7 to use properly and the appropriate Strength value. Otherwise they have a 20% penalty to accuracy.

Energy Weapons tend to have more stopping power than conventional guns and usually there would be a lot of Bizarre energy weapons with “support” effects and such.
But their ammo is more scarce and comes in less varieties.
Small Arms: Laser and Plasma Pistols, small rifles, “Continuous Laser” pistols, rechargeable Solar pistols, Tasers.
Medium Arms: laser Rifles, Small cannons, Charging cannons, plasma rifles, bizarre rifles.
Big Weapons: Gatling guns, Heavy Rifles, Gauss weapons, Rail cannons, etc.

-Explosives: Each Rank increases accuracy with weapons by 5% (Rank 10 gives a 10% increase and opens the best related perks), explosive damage by 5%, area of effect by 10 cm, throwing distance by 10 cm, resistance to explosive damage by 5% and decreases weapon degradation by 1%. Small explosives are properly usable at Rank 1, but Grenades require a Rank 3 to use properly, small Explosive weapons are properly usable at rank 2, medium Explosive Weapons at Rank 5 and Heavy Explosive weapons at Rank 7 with the proper strength attribute. Otherwise they have a 20% penalty to accuracy.

Explosives come in different shapes, be it throwing explosives (Everything from Pipe bombs and Molotov Cocktails, to military grade Grenades), Explosive lauchers (from Grenade pipe rifles to Missile Launchers), and Incendiary weapons (Like flamethrowers).

When combined with ranks of the Guns Skill you can create explosive and incendiary ammunition, combined with Melee allows to create things like Explosive arrows and bolts.
You can even combine it with the Infiltration skill to create controlled explosives.

CRAFTING SKILLS

-Science: Each rank decreases the degradation rate of Hi tech weapons and Armor by 5% (Rank 10 gives a 10% increase and opens the best related perks), it also opens up a lot of different Crafting recipes by itself and when mixed with ranks of the above mentioned skills. Crafted items range from repurposed energy cells into grenades, hi tech Grenade Launchers, Energy weapon modifications, Hi tech Melee weapons, and so forth, hardening agents for armors etc. You can even make modifications to your Pipboy.
When combined with the Infiltration skill allows to program viruses.

Some recipes need Perks that also need Skill ranks.

-Mechanics: Each rank decreases the degradation rate of “Conventional” weapons and Armor by 5% (Rank 10 gives a 10% increase and opens the best related perks). Every rank also opens up a lot of crafting recipes for multiple things, they can range from support items like weapon repair kits and armors, to ammunition, weapon mods for conventional weapons, Improvised “Junk weapons” and repurposed guns.
Combined with the Infiltration skill you can craft Lock picking kits, Skeleton keys and such.

-Survival: Each Rank increases the positive effects of food, water and plants of all kinds by 5% (Rank 10 gives a 10% increase and opens the best related perks), and the duration of their secondary effects by 10%.
Each rank also opens up new crafting recipes for better food, natural concoctions, poisons, and when combined with Combat skills and Mechanics allow for the repurposing of animal carapaces and body parts to create “Tribal” weapons.

-Medicine: Each Rank increases the healing effects of drugs by 5% (Rank 10 gives a 10% increase and opens the best related perks), the duration of positive drug effects by 10% and reduces the duration of their negative effects by 5%.
It also allows to heal others with chems available in the inventory, when combined with Barter it can be used as a source of income by giving medical services to NPCs for a fee.
Each rank also opens up a number of crafting recipes, dialogue options and skill checks; when combined with Science being able to create powerful drugs, mixed with Survival creates safer concoctions and so forth.

DIPLOMATIC SKILLS

-Barter: Each rank decreases buying prices by 5% and increases selling prices by 5% (Rank 10 gives a 15% increase and opens the best related perks).
It also opens up a lot of dialogue choices during dialogue and a lot of perks that expand on your merchant interactions.
-Speech: Each Rank opens up new Dialogue choices which allow access to different quest paths, combined with perks you can intimidate, seduce and just bullshit your way around the wasteland. Even at Level 10 Charisma Speech has a slower Rank Growth than other skills.

SNEAK SKILLS
Stealth: Each rank decreases the visibility of your character when in Sneak mode by 8% (Rank 10 gives a 16% increase and opens the best related perks).
It also opens up a lot of different perks and dialogue options and grants bonuses to successful sneak attacks and allows you to smuggle forbidden items into places that confiscate or forbid them. A Perk would even allow you to access secret routes within buildings.

-Infiltration: Each rank increases the odds of bypassing different levels of Locks, Hackable terminals and gives you access to a lot of different perks and crafting recipes for support items when combined with the other skills. It also allows you to pickpocket people by running into them.

Perks:
Well Perks would work like usual, but with the generic Percentage increases all being controlled by skill and SPECIAL ranks there would be more of an incentive to introduce more unique perks. With the Rank system it also makes Crossover Perks more easy to keep track of. The classics like Educated and so forth will still be there.
There would also be a more involved version of the “Challenge Perks” from Fallout New Vegas, with those also taking the role of the remaining generic percentage increases by rewarding the players for repeating certain tasks like crafting items, eating food and killing things.

Level Cap:
I’ll say a 30 Level Cap would be more than appropriate,
Leveling up should be slower than in New Vegas but not slow enough to make you fall asleep while playing or to pad the game out.

Remember to leave your feedback or opinions if you either like it, dislike it or have other ideas on hwo to improve it, even if it involves scrapping my whole idea, share your own ideas too. It's just for fun.
 
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Very interesting; given the amount of detail you've laid out for this system, it could easily be compiled into a "Skyrim Redone/Wanderer's Edition" type overhaul for Fallout 3/New Vegas. (The way SPECIAL would work sold me on the concept.)
 
I think the rank system for the skills sounds like a really nice concept as well as the rest of your ideas instead of making SPECIAL do everything like Bethesda has done.
 
I have been thinking that with this system that encourages more specialization maybe Perks should come every levelp up, but players could save their Perk selection for later on like in the older games I am also thinking of raising the level cap a tiny bit but I am not sure on that last one, and if the level cap is raised then Prks would be back to one every 2 levels.
Of course there would be a limitation on SPECIAL increasing perks, maybe make them available only every 10 or 5 levels and the only other way would be to buy implants.
 
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That is certainly the right approach.
Did you ever consider using RPGMaker to create your very own Fallout?
 
I don't know if RPG maker would even be able to do this, but in any case I am more interested in makin my own games in the near future with a team. I wouldn't program much of it, I am more of the Willy Wonka type, coming up with ideas and designing systems.
 
I don't know if RPG maker would even be able to do this, but in any case I am more interested in makin my own games in the near future with a team. I wouldn't program much of it, I am more of the Willy Wonka type, coming up with ideas and designing systems.

The thing that stops good game is always the programming, never the ideas.
 
I know a couple of people who know programming and if our team can get funding we can get a couple more, I am just no the type to engage on programming, I do web design and I hate the coding part.
 
I know a couple of people who know programming and if our team can get funding we can get a couple more, I am just no the type to engage on programming, I do web design and I hate the coding part.

I can write and script dialogue... but that's it.
 
Completely programming it yourself is of course even better, even if more complicated.

You would properly be the first example of massive hartred turning into a good expereince in game form.

Well RPGmaker is cheap and maybe you can get the attention of a bunch of other people,who are not to convinced of the new Fallout. Maybe even a fancy mod.

And then use this attention to create more interest for your very own project, even though fundraising projects have been always dissapointing in my eyes.

Future will tell
 
That is certainly the right approach.
Did you ever consider using RPGMaker to create your very own Fallout?

I don't know if RPG maker would even be able to do this, but in any case I am more interested in makin my own games in the near future with a team. I wouldn't program much of it, I am more of the Willy Wonka type, coming up with ideas and designing systems.

RPG Maker, at least the version I have on trial -- RPG Maker VX -- looks like it would take some advanced scripting knowledge to change the systems into something Fallout-esque. (Out of the box, it's a basic JRPG Attack/Defense/Magic/Item system, order of turns by initiative, thing.)

I'd say give Gamemaker: Studio or JMonkey Engine shots instead. You'll have to program pretty much everything yourself with either system, but with a few source codes and resources, you'll have a roadmap ready.
 
Guys I appreciate the sentiment and I know your intentions are pretty good but.... Fuck programming, I ain't doing that shit lol (I already do 3d Modelling, animation, video editing and graphic design, maybe a little bit of writting? Not sure yet if I am actually a good writter).That's the job of the Oompa Loompas, and we are working on getting at least 3 Oompa Loompas before we start our first game project. I am better at just coming up with ideas for mechanic systems and games, I think it happens more often when I am sleep deprived (I literary wrote this whole thing after putting a video to render and the Sunifiram hadn't worn off), but that also seriously hampers my writting abilities, specially on english (my second language). Here in Colombia game production isn't big at all.... which makes it a virgin ground ripe for the taking if we can put together a good pitch and get some investors. Obviously none of the games we make would have AAA visual quality.

In any case, thanks guys for the suggestions.
 
Guys I appreciate the sentiment and I know your intentions are pretty good but.... Fuck programming, I ain't doing that shit lol (I already do 3d Modelling, animation, video editing and graphic design, maybe a little bit of writting? Not sure yet if I am actually a good writter).That's the job of the Oompa Loompas, and we are working on getting at least 3 Oompa Loompas before we start our first game project. I am better at just coming up with ideas for mechanic systems and games, I think it happens more often when I am sleep deprived (I literary wrote this whole thing after putting a video to render and the Sunifiram hadn't worn off), but that also seriously hampers my writting abilities, specially on english (my second language). Here in Colombia game production isn't big at all.... which makes it a virgin ground ripe for the taking if we can put together a good pitch and get some investors. Obviously none of the games we make would have AAA visual quality.

In any case, thanks guys for the suggestions.

I'd love to help as a writer, but I'm all the way in Aussie country. And I don't have the time.
 
Yeah I remembered writing a mini game with bluej and it was fucking annoying. Good luck finding some schmucks who do this.

Ideas are properly the easiest thing to do. Like drug addiction actually having a 3d effect since we are already in a 3d envoirment like shaking hands and voices in your head, that turn into shizophrenia,if you dont take care of the problem.

Imagine your average stroll, while a childish voice in your head says: "Do I look pretty in a tutu?"
 
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