Re: Flurry kick?
To me it sounds like you'll just be able to make multiple attacks with a penalty to your hit percentage. How that sounds unreasonable is beyond me.
Perhaps the PA could be damaged and require the user to have some skill in mechanics (and maybe science) to maintain the suit at max efficiency? Such as having the sensors damaged could cut your perception, servos could go out resulting in crippled limb effects and a lowering of the strength...
I too don't agree with that, but it doesn't change how the system works.
Aside from attributes not affecting starting skills, it's all on the surface.
This is all more along the lines of changing 3E to 3.5E of DnD instead of 2E to 3E.
But does it really sound so different? All the changes are really just on the surface. Are perks, skills, and traits going to have different relationships to each other through JE's changes?
I really don't care what JE's done with the system, it's still fundamentally the same SPECIAL system that those kooks from the original FO team thought up.
The nuclear wasteland is a pretty big reason. And I wouldn't expect the majority of wasteland inhabitants to put up with the strictness of anything like the portion of the NCR shown. Hence the relatively crowded bar outside.
That's a rather confining attitude. The Enclave fit (past tense since it's been noted that any Enclave presence is so miniscule after it's destruction that it would be as if they never existed) perfectly well in the FO universe theme. They had the evolved retro look. The 60s and beyond didn't...