dharmatel's Gamma World character creation guide

Post/Author/DateTimePost
#1

Oraibi

Jan 04, 2011 15:47:24
He tweeted about it today; here's a great six-page step-by-step guide to making a Gamma World character:

critical-hits.com/wp-content/uploads/201...
#2

Serow_Darkstar

Jan 05, 2011 8:53:15
He tweeted about it today; here's a great six-page step-by-step guide to making a Gamma World character:

critical-hits.com/wp-content/uploads/201...

Wow! Have to say, that's an incredibly useful reference. I'll be printing out copies for myself and my players when we have our first game, and honestly, I suspect that all the questions my players usually ask when we try a new system will be readily answered by that packet!
#3

ExcalibursZone

Jan 05, 2011 9:13:37
I did the same thing for Gamma World Game Day. But since he's updated to FIFG, I'll just put my copy on the wayside and use his ;)
#4

dharmatel

Jan 05, 2011 10:26:06
Oh hey, thanks for posting this Oraibli! Glad you guys like it. Hope it helps your games.

My reasoning for making the guide was simple: during the first GW game I ran, both my players (I only had 2!) kept having to "fight" each other for the rules book. I was thinking, "These tables have go to be somewhere else..." and I kept digging through the Critical Hits repository, but with no luck. So creating 2 characters turned into an hour-long process.

I figure with this guide, you can pass a few copies to the players. Once they roll for origins, you can then pass the rules books around the table for them to fill out the traits and powers not covered in my guide. While players are waiting for the rule books, they can use the rest of the guide to figure everything else out.

I tried to structure the guide in a "Step X feeds Step Y" method. I left off anything that wasn't affected by stats and origins. For example: origin granted resistances or special movement speeds are additional details that don't affect/are affected by stats and skills and such.

The last section w/ the differences between GW and D&D 4e is entirely my own. As I read the rule books, I kept a running tab of differences I noted. Please let me know if you come across any others.

NOTE - I changed one minor discrepancy (not an error, per say) that Oraibli pointed out: AI's get +2 to each of their 4 skills - I didn't explicitly mention this in the first version. I also added a page ref for level advancement which I forgot to add the first time.
#5

Beezlebubba

Jan 05, 2011 18:47:25
Thanks for your hard work, DharmaTel. This guide will come in muy handy.
#6

elgrange44

Jan 20, 2011 10:57:26
Love the guide.   I'll be using it my upcoming Gamma World game.

One minor quibble: in the Gamma World vs. D&D section, point 5 says there are no daily powers.  The Alien's Expert power in Famine in Far-Go is a daily power.  In fact, it's the only one I see which made me pause on seeing it and wonder if that's an error.  It is an area burst 5 though and being able to "nuke" an 11 by 11 area is pretty powerful even if it doesn't discriminate between friend and foe and has a somewhat low damage.
#7

mrcaptainpants

Jan 20, 2011 14:52:29
Yes, this is extremely useful.  I have a couple of friends that I've played D&D with that need a little encouragement to commit to playing GW, and this might simplify things a bit and alleviate some of their fears about learning a new char creation system.

I appreciate your work on this.  Thanks very much!