Automating the Spread and Burst Effects in Fallout 2d20 (Bounty)
Type: Module
Short Description: This module would do 2 things:
Allow the GM or Players open a UI that helps determine how much damage a Shotgun/Spread weapon would deal to each individual limb, accounting for Damage Resistance for every instance of damage (For every Effect Rolled).
Allow the GM or Players open a UI that helps determine how much damage every target takes from a Burst weapon, accounting for Damage Resistance for each separate target.
Long Description: In the Fallout 2d20 system, when you land a successful hit with a weapon that has the Spread effect, you roll the Hit Location die (D20, using /r 1DH for the custom faces and results) and damage as per normal. You roll special Combat Dice (CD or DC) which can produce the following results:
1 Damage, 2 Damage, Blank, Blank, 1 Damage + Effect, 1 Damage + Effect (A D6, results are shown in 1st pic)
When you roll an Effect (the Vault Boy face), you apply a weapon's Effects. For the Spread Effect, you roll another Hit Location for each Effect rolled, and deal half the damage the original attack did without applying any additional Effects (Vicious is applied due to it already being included in the damage)
For the Burst Effect, you damage an additional number of targets within Close range up to the Effects rolled. You roll another Hit Location for each target, and deal the total damage the original attack did without applying any additional Effects. In basic terms, you shoot multiple people with an automatic weapon.
I made a small concept UI for the Spread effect included in the images, which would show the target's Hit Locations and Damage Reduction depending on the damage type. Preferably, the target's Damage Reduction is not shown to anyone other than the GM. This would ask how many Effects the attack rolled, as well as the damage, and automatically roll the necessary Hit Location dice, and then determine how much damage each Limb takes after halving the damage the original attack deals. The damage does not add up, the Damage Reduction must be applied for each additional limb hit. It would then post the final calculation in the chat, showing how much damage each limb took and adding it all up together. It should take see if any of the limbs took more damage than the number indicated in Injury TH (Threshold). This is a term I made up, but in basic terms, when a target takes 5 or more damage after applying Damage Reduction, they suffer an injury. This feature isn't necessary, but it would be a nice QoL addition. Some enemies can increase or decrease the amount of damage that needs to be taken for an injury, hence the Injury TH number changer.
As for the Burst Effect, it would have a similar UI, but instead of trying to determine how much damage each limb takes, you're trying to determine how much damage each target takes and which limb. The UI asks how much damage each target takes, and makes a list of all the selected tokens/targets. It then posts in the chat the final calculations, having reduced the damage by the target's Damage Reduction.
Bounty: 140$ (Open to Negotiation)
Budget: Up to 200$
If you're interested in taking this rather lengthy task, please ping me or DM me so we can discuss the project, any suggestions you may have to make it more efficient or just easier to code and so on. I'm also willing to split this module in 2, seeing as it's essentially asking for 2 different things, adjusting the bounty as necessary.
![No description](https://cdn.answeroverflow.com/1199525143366615131/image.png)
![No description](https://cdn.answeroverflow.com/1199525143777652807/Concept.png)
![No description](https://cdn.answeroverflow.com/1199525144125767691/Concept2.png)
1 Reply
All assets used in making my concept UI are included within the system itself