Combo and Uber Powers

Post/Author/DateTimePost
#1

messiahforhire

Nov 27, 2010 19:57:08
Hello all, this is my first post to the community. I recently bought Gamma World and have been running it with friends, it was both my first game in the Gamma World universe as well as first time with the 4.0 rules set. I have to say I was impressed across the board.

The only thing I found lackluster were the Uber-powers at level 10. To me, it felt like a lot of build up for a really lame mechanic. So I decided I would create my own, and then in-turn led to me deciding that I would create combo-powers. The idea is to take your primary and secondary origin and create a level 5 and level 10 power that involves both. 

I created the first 10 (for my group of 5 players) and decided to share them with the community. Below is a link to the pdf's and included in the rar is a psd file should anyone want to edit and create their own. I will continue to work on more and hopefully have a completed set soon.

 http://www.mediafire.com/?j41upxs3sbpfwjn


Here is an example of the cards...
 
#2

dunhill

Nov 28, 2010 2:00:19
Combos are the point in which games start to break.

Combos would invite min/maxing into a game that tries to discourage that as much as possible. They would cause 'ideal scenarios' which a player would be a fool to try without, thus reducing individuality and more centered around cookie cutter builds or plays.

In a game where it gets its charm from absolute chaos and learning to deal with it, this would only make things more sane.
#3

Oraibi

Nov 28, 2010 14:10:27
Just from a logistical standpoint, there are like 21x20 (420) combinations of origins from the first box, and soon to be 1,640 with the second box.

That's ... a lot to make up. As in, it's more than the 200 cards (alpha and omega) created for the game plus the 63 origin powers created for the game.
#4

Oraibi

Nov 28, 2010 14:21:29
Oh wait, half of those numbers -- 210 and 820 -- but that's STILL a huge amount.
#5

Serpine

Nov 28, 2010 17:33:41
Plus ignoring the scale of the operation that Oraibi points out, there would be the additional problem that the power just might not fit the theme of a particular character (considering how many things an android swarm could be for instance).

If you want to say "instead of your uber power, you get a unique new power you and the GM work up" (which is pretty much what you've been doing) you'd probably be okay.  The number of characters that ever actually hit 10 will be pretty low and infrequent, and it will give them something non-specific to dream about.

Though the Uber powers are pretty okay really: Doubling the use of your high end power? Preventing random power shuffling or depowering?  Maybe not a lot of bells and whistles, but solid reliable stuff.
#6

mickytk

Nov 28, 2010 17:56:18
I kinda feel that the 'uber features' should have a more universal effect. 

Say, for example, you have the option of two effects... and each one gives two bonuses - one a universal benefit that's good in all situations, and the other benefit does something to enhance your novice, utility, and expert powers for that origin.

Its like... at level 10, you're so in tune with your origin that all your powers are slightly improved. Eg, if you were the empath, each power would have a secondary effect that does a tiny tiny amount of healing to all allies within 10 squares.