I was a bit skeptical coming into this RPG. The only previous Modiphius 2d20 games I had played were Conan, which I thought was mostly pretty solid, and the Dishonored RPG, which I thought was kind of a mess. I really like the core concept of the 2d20 system, but both Conan and Dishonored had several systems that felt really underdeveloped and poorly explained (doom, chaos, truths, momentum, etc). I’m very happy to say then that the Fallout RPG pretty much fixes every problem I had with these previous games and feels like a fully-realized version of the 2d20 system.
The 2d20 system is simple: for every skill test, you roll 2d20s and try to roll below your skill rating. Every 1 you roll is a crit, which acts as two successes, and every 20 you roll is a complication, which allows the GM to do something really nasty to your character. Both the players and the GM have a resource called action points (AP) that they can use to, among other things, add more d20s to their pool when they make a roll. This replaces the more confusing meta-resources that the other games had with something much simpler and easier to comprehend, but you still get the fun head-to-head metagame of the players and the GM trying to use their AP against each other as strategically as possible.
The combat system is really good here too, with just the right amount of complexity. Combat uses the normal 2d20 rolls to determine if you hit, but uses D6s to determine damage. The book really wants you to order Modiphius’ fancy custom Fallout dice (which don’t even exist yet last time I checked), but you really don’t need them; you can just roll normal d6s and consult a table. In combat, you can do things like make called shots, or spend extra ammo to inflict more damage, or spend AP to let you do more actions. There’s a good amount of player agency in the combat without it feeling too overwhelming.
There’s many more player options than I expected. Players can not only be Vault Dwellers or Wasteland Survivors, but also creatures like Ghouls and Super Mutants. You can even play as a Mister Gutsy if you want, which is awesome. You also get to choose a background for your character that determines your starting equipment, so if for example you decide to be a Brotherhood of Steel member, you can start as either
]an initiate or a scribe. Overall, I quite like the way that this game handles character creation, and the way that the designers translated the “tag” system from the video game to the TTRPG is really quite clever.
Lore-wise, this book is mired in the Fallout 4 version of the Fallout universe. It’s a bit of a weird choice considering 4 isn’t exactly universally loved, but I guess it’s better than Fallout 76 being the setting. The book goes into a lot of detail about the Commonwealth setting and factions, but as the GM you can easily move the setting to New California or the Capitol Wasteland or the Mojave if you would prefer. Just be aware that all of the world-building, bestiary, and gameplay inspirations for this book come directly from Fallout 4 and seemingly nowhere else. I find this a bit disappointing but it’s not a huge deal to me, since the setting is probably the one thing that I liked about Fallout 4. I would love a New Vegas sourcebook in the future but since Bethesda doesn’t even like to acknowledge that game’s existence, it’ll probably never happen.
I saw some people complaining that this book doesn’t feel like it has enough information for the GM and that you would probably need another supplement to properly run the game, but I don’t think that’s true at all. After reading through this whole book just once, I feel like I could easily and confidently run a session of this game with no problem, and that’s not something I can say about many RPG core rulebooks. And with a very complete list of items, weapons, and enemies, it feels like there’s enough content here to keep your group playing this game for quite some time.
My one real complaint about the game is that it imports a lot of rules and systems from the video game that just make no sense at all in an RPG. For example, there's a long list of modification for each weapon (all of them straight from the video game), but many of them make no sense in the context of a tabletop game. Why would I ever need to modify my rifle to fire a different caliber of ammo? That mod makes sense in the game, but makes no sense in an RPG. A lot of the time it feels like they just included game mechanics simply because they were in Fallout 4, even if they don’t have any practical use in a TTRPG.
Regardless, this game completely exceeded my expectations on almost every level and is honestly a very impressive and comprehensive take on a Fallout tabletop RPG. I was expecting this to be a rushed, unfinished, messy cash grab but it’s actually anything but, with a wealth of options and a very well-designed gameplay system. Unless you really, really hate Fallout 4 and its setting, I highly recommend this game to any Fallout fan.
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