Simple is designed to be easy to get into, but have long term flexibility for players. It is not intended to be as flexible as GURPS or as detailed as D&D 3.5. Though the mechanics for high technology and high skills can become more complex, the basics are, well, simple.
These rules assume that people want to play Fallout tabletop games because they enjoy the setting and are more interested in the idea of what their characters can do in the game world than what they can do on a piece of paper. You will not find rules on aging penalties, rolling for weather, or how to create bigger and badder versions of equipment. It uses levels and hit points for ease, but does not use things like alignment or class.
For details, please see:
- J.E. Sawyer's Fallout RPG primary statistics
- J.E. Sawyer's Fallout RPG derived statistics
- J.E. Sawyer's Fallout RPG perks
- J.E. Sawyer's Fallout RPG skills
- J.E. Sawyer's Fallout RPG traits
The Simple rule system requires the use of three types of dice: six-sided (d6), eight-sided (d8) and ten-sided (d10). These dice are mostly used to calculate weapon damage. Skill checks make frequent use of two ten-sided dice, which are sometimes referred to as "percentile" with one die representing the tens digit and the other die representing the singles digit (d100).