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| #1mvincentDec 06, 2010 16:24:36 | Gamma World FAQ + ask a simple question, get a simple answerIndex: Useful Links Rule Questions Miniature Proxies: Core Far-go Legion of Gold Adventures Maps/Tiles In addition to being a FAQ, this thread is also a catch-all for minor questions. Everyone is welcome to ask or answer simple questions here. |
| DM screenmvincentAug 11, 2014 11:27:58 | Useful Links:
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| #3mvincentDec 06, 2010 16:24:58 | Rule QuestionsHow do you stabilize a dying character? It is a Science skill check (standard action, DC 15, similar to regular D&D, if desired). Also note that (per p.22) "If you are unable to take actions, another character can use a standard action to trigger your second wind." Can you use mental push to make a monster attack himself? Yes. How does ammo work? If you use gun ammunition more than once in an encounter, you will be out of ammo after the encounter (i.e. if you shoot twice in an encounter, you might as well keeping shooting). You cannot store extra ammo. Other players can give you their ammo, but then they will be out of ammo. Can you crawl or charge in Gamma World? Although these options are not in the D&D Gamma World rulebook, some text (examples: the prone description or the Felinoid Killing Bite power) mentions them, so normal D&D rules can be applied if desired: - Charge: Standard action:"The creature moves up to its speed toward the target. Each square of movement must bring the creature closer to the target, and the creature must end the move at least 2 squares away from its start-ing position."The creature either makes a melee basic attack against the target or uses bull rush against it. The creature gains a +1 bonus to the attack roll.""The creature can’t take any further actions during this turn, except free actions." - Crawl: Move action: "Move up to half your speed." "You must be prone to crawl." What overcharge bonuses do you get? Strictly by (most of) the rules, you only get the overcharge bonus of your primary origin. However, WotC's online character sheet lists the bonuses for both origins (and the designers previously mentioned that overcharging should be encouraged), so many groups allow overcharge bonuses from both origins. Can a pyrokinetic turn off his Fiery Aura? Strictly as written, no. However, it is typical to allow a pyrokinetic to turn off its aura (as a minor action) according to the rules for monster auras on p.105. Discussed here. How do mounts work? Gamma World mounted combat rules are provided in Legion of Gold, and are similar to normal D&D mounted combat rules. How do vehicles work? Here is a WotC article on the subject. Magnets, how do they work? This song by the Insane Clown Posse helps explain. Is Lodestone Lure (Magnetic power) really an At-will, Minor action attack power? As written, yes. However, the concensus is that this is too powerful and possibly a typo (i.e. should instead be a standard action or encounter power). Discussed here and here. |
| BugbearmvincentAug 11, 2014 11:33:41 | Miniature Proxies
PC's:
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| More CrustiesmvincentAug 11, 2014 11:38:06 | Famine in Far-Go Miniature Proxies
Cryptic Alliances
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| #6mvincentAug 11, 2014 11:22:32 | Legion of Gold Miniature Proxies
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| #7mvincentDec 06, 2010 16:35:25 | AdventuresSteading of the Iron King: lvl 1 from the Rulebook Pax Extraterrestria: lvl 1 from the convention special packet in the WPN scheduling tool Trouble in Freesboro: lvl 1 game day adventure Famine in Far Go: lvl 2-6 expansion pack Legion of Gold: lvl 6-10 expansion pack Factory of Misfit Omega Tech: lvl 8-10 Dungeon magazine adventure Third party: Quest of the One-Armed Robot: lvl 1 delve by Kerry Jordan Scales and Salvage: lvl 1 delve by Caoimhe Ora Snow New Mexico campaign: lvl 1-3 Albuqerque Starport conversion by CoreyHaim8myDog The Ray-Gun Revolution: lvl 4 scenario by Caoimhe Ora Snow Underlord of the Roots: lvl 6 delve by Caoimhe Ora Snow Previous editions: 1st Edition: GW1-Legion of Gold, GW2-Famine in Far-Go 2nd Edition: GW3-The Cleansing War of Garik Blackhand, GW4-The Mind Masters, GW5-Rapture of the Deep, DM screen -Albuquerque Starport, Rulebook-Rite of Passage 3rd Edition: GW6-Alpha Factor, GW7-Beta Principle, GW8-Gamma Base, GW9-Delta Fragment, GW10-Epsilon Cyborgs, GW11-Omega Project, Adventure Book-Rite of Passage 4th Edition: GWA1-Treasures of the Ancients, GWA2-The Overlord of Bonparr, GWQ1-Mutant Master, GWQ2-All Animals Are Equal, GWQ3-Home Before the Sky Falls Polyhedron magazine: #5-6 Gamma Mars, #15 Mas Day in New Hope, #79 Evansburg, #92 The Door Islands, #101 Empire of the Sun Dragon Magazine: #86-87 Gamma World on the moon |
| #8mvincentAug 11, 2014 11:23:42 | |
| #9mvincentAug 11, 2014 11:26:04 | Maps/Tiles:
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| #10mvincentDec 06, 2010 16:35:53 | reserved |
| #11OraibiDec 06, 2010 19:08:55 | Thanks for starting this! We probably should see if we can get it stickied? |
| #12mvincentDec 06, 2010 19:21:44 | Thanks for starting this! We probably should see if we can get it stickied? I've put in a request to Custserv, but I'm not sure if there's someone else that can be contacted. Last time I did this (for the Rules Q&A forum) I evidently had access to the right person to sticky it. |
| #13FlashbackJonDec 06, 2010 21:53:49 | I'm pretty sure you can use the "report post" button to request a sticky. And we most certainly should! EDIT: Technically not, since the form states that the post violates the TOS. I suppose it could still be used, buuuuuuuut... |
| #14thvorDec 08, 2010 5:16:02 |
Suggestion: elaborate on the specifics of this for the people who only bought GW. |
| #15percolateDec 08, 2010 11:43:33 | Those nice origin cards could be added to the list of links: bit.ly/ftuTz5 |
| #16mvincentDec 08, 2010 15:36:34 | Suggestion: elaborate on the specifics of this for the people who only bought GW. Those nice origin cards could be added to the list of links: bit.ly/ftuTz5 Both excellent suggestions. Done. |
| #17FlashbackJonDec 08, 2010 22:44:44 | This are not strictly pigs, or even sci-fi for that matter, but they are pretty fantastic porker (and giant, mutant porker) models nonetheless: privateerpress.com/hordes/gallery/minion... privateerpress.com/hordes/gallery/minion... privateerpress.com/hordes/gallery/minion... privateerpress.com/hordes/gallery/minion... privateerpress.com/hordes/gallery/minion... privateerpress.com/hordes/gallery/minion... privateerpress.com/hordes/gallery/minion... |
| #18mvincentDec 09, 2010 13:00:37 | This are not strictly pigs, or even sci-fi for that matter, but they are pretty fantastic porker (and giant, mutant porker) models nonetheless: Yup. Nice addition. Added |
| #19Toki_WartoothDec 12, 2010 18:12:22 | Still no word on getting this thread stickied? Do we have any admins for the GW forum? |
| #20amacDec 12, 2010 19:20:10 | This is the best thread on the forums. Any word on links for art? |
| #21FlashbackJonDec 12, 2010 23:42:26 | Link for art! |
| #22KJordanDec 13, 2010 21:51:00 | I'd like to submit my adventure, Quest of the One-Armed Robot, to the adventure list. You can download it from Google docs. Kerry |
| #23mvincentDec 13, 2010 22:44:19 | I'd like to submit my adventure, Quest of the One-Armed Robot, to the adventure list. You can download it from Google docs. Awesome (as always). Done. |
| #24KJordanDec 14, 2010 10:41:40 | Since you have a previous editions section to the Adventures, you should probably include the fan-made GW5: Rapture of the Deep and GW11: Omega Project. Kerry |
| #25santakasDec 15, 2010 21:58:24 | I'm not clear on the shift rules. How does shift work? What are the advantages/disadvantages to shifting squares? Thanks. |
| #26robotrockDec 16, 2010 1:43:00 | From my understanding (new to 4E) the limitation is that you can only move to one adjacent square. The bennefit is that it doesn't provoke an opportunity attack from an opponent. |
| #27anticlimaxDec 16, 2010 2:56:39 | What are the advantages/disadvantages to shifting squares? yeah, like robotrock said, just a much more limited move action that doesn't provoke opportunity attacks. some powers increase the shift distance, but it's the same idea. don't think there are any inherent disadvantages. as for advantages, it's just battle field mobility. gives some strategic placing wiggle room to have attacks capitalize on how the enemy may be positioned in relation to the rest of your party or map traps/hazards. |
| #28FlashbackJonDec 16, 2010 17:32:41 | The "disadvantage" is that you spend a Move action to move (typically) 1 square as opposed to moving your speed. The advantage is as previously described. You trade distance for safety. |
| #29SerpineDec 17, 2010 3:33:55 | Since it keeps coming up as a lack we should have a summary of the D&D Compendium mount rules in this thread: - - - - - Mount Rules Summary * Requirements: Mount must be larger then rider and willing. * Mounting/Dismounting: Move action from/to an adjacent square. * Positioning: Rider and mount are considered adjacent and fill same space. But rider chooses which square within mount his attacks/powers originate from range wise. * Initiative: Rider and mount share rider's, even after dismount. * Actions: Rider and mount share just one set of actions and reactions to split between them. * Mount attacks: -2 penalty while mounted. Mount will not usual attack (barring self defense) when not ridden. * Charge: Mount moves twice and rider attacks. * Targetting: Enemies can target either. * Opportunity Attacks: If provoked by mount movement, rider can attacked. * Forced Movement of Mount: Of mount, the rider also moves. If rider the mount can optionally move, or the rider falls prone at destination. * Teleportation: If only mount teleports the rider falls prone. * Falling Prone: If its the mount, the rider falls prone in adjacent square. If its the rider, they can make a save to stay mounted. - - - - - |
| #30robotrockDec 18, 2010 0:44:44 | I am new to 4E and don't have the D&D 4E books. I am confused about movement as outlined in the illustration on page 21 of the core GW rulebook. It shows two examples and the "points spend" is different for different parts of the move ( i.e. 1,2 for the first square, etc.) Would someone mind clarifying this for me? Much appreciated.... |
| #31ExcalibursZoneDec 18, 2010 1:08:06 | They are describing difficult terrain. They just don't really label it properly. |
| #32robotrockDec 18, 2010 1:16:45 | OK, so on normal terrain if you can move 4 squares, you move 4 squares.... Thankyou! |
| #33Serow_DarkstarDec 18, 2010 4:11:23 | OK, so on normal terrain if you can move 4 squares, you move 4 squares.... Thankyou! Yup! On normal terrain movement is 1-for-1. Difficult terrain makes movement cost double. |
| #34robotrockDec 18, 2010 12:11:16 | Thanks guys - got it :-) |
| #35robotrockDec 18, 2010 16:15:27 | Old School Gamma World Font: members.fortunecity.com/vadvaro/gamma_wo... (Bottom RH of page) *Edited to fix link - Thanks FlashbackJon |
| #36FlashbackJonDec 18, 2010 21:47:58 | Old School Gamma World Font: File linking issue, but you can get it here: members.fortunecity.com/vadvaro/gamma_wo... |
| #37billionsixDec 18, 2010 22:47:03 | On the character sheet, it says you add your level to the ability modifers in the ability score section. Is that in the rule book? Is it a typo? By a strict interpretation of that, you would add your level twice for skill checks, once because it adds to ability score bonuses, and again because it adds to the skill roll. |
| #38Serow_DarkstarDec 18, 2010 23:18:04 | On the character sheet, it says you add your level to the ability modifers in the ability score section. Is that in the rule book? Is it a typo? That's for the instances where you need to make, say, a Strength check. It's really Strength + Your Level. Skill checks are Skill + Ability + Level, as opposed to Skill + (Ability + Level) + Level. |
| #39FlashbackJonDec 20, 2010 0:36:37 | I nominate post #6 for "Gamma World Inspiration," and start with this: ArtOrder's Mutation Nation Challenge. I know for a fact my players will run into a scuttling grizzly sometime whilst working to unravel the machinations of the Elephantron. |
| #40santakasDec 23, 2010 21:02:50 | Does anyone have or know of a list of all Alpha Mutations and Omega Tech (w/ descriptions), preferably in PDF or otherwise? |
| #41ExcalibursZoneDec 23, 2010 21:56:04 | Does anyone have or know of a list of all Alpha Mutations and Omega Tech (w/ descriptions), preferably in PDF or otherwise? tinyurl.com/35qln29 It is in the very first post. There is no PDF version as far as I'm aware. |
| #42sawbladexDec 24, 2010 3:52:14 | This would be a nice place to have a list of online offering, given that I can't figure out how to find Gamma World stuff using the archive system that Dungeon and Dragon mag stuff goes into. |
| #43robotrockDec 24, 2010 12:21:35 | There is one - second post in this thread... |
| #44tyr525Jan 02, 2011 12:11:11 | Okay, I've been in and out of the D20 system for awhile now, starting originally with D&D 3.5 and meddling in both past and Saga editions of Star Wars d20, now settling into Gamma World which I love a lot. One thing does ocnfuse me though, because I can't seem to find an article about it in the book itself. When you have text that says: "Level + ___ vs. Reflex/Fortitude/Will" do you actually add your level plus the given number and roll that versus their Reflex/Fortitude/Will score, or do they roll too? Or do neither roll at all? I figured you'd HAVE to roll considering that even a level 10 character + 3 for instance would still not even be able to beat a Reflex 14 or whatnot. If there could be some clarificiation on how exactly "VS. FORT/REF/WILL" works, I'd be very thankful. |
| #45sallaJan 02, 2011 14:03:04 | Okay, I've been in and out of the D20 system for awhile now, starting originally with D&D 3.5 and meddling in both past and Saga editions of Star Wars d20, now settling into Gamma World which I love a lot. One thing does ocnfuse me though, because I can't seem to find an article about it in the book itself. Reflex, Fortitude, and Will are defenses, like Armor Class. You roll your d20, add your level and add any modifiers listed, then compare it to the target's defense. If you meet or exceed that number, your attack is successful. |
| #46tyr525Jan 02, 2011 20:45:43 | Three Questions: 1) How do you figure out weight for items? It says that for the most part weight isn't a concern, but occasionally is. Do you just imagine it's weight in real life and then just compare to stats or is there an in-game mechanic to pay attention to? 2) In the "Death" section it says that a successful (10+) save when dying will keep you from slipping closer to death, which I understand. But it also says another character using the Science skill can stabilize you back to 0 HP and keep you from slipping any further. Is there a particular DC for this or does it depend on the DM? 3) How many times can you use an origin power per game/encounter? I know it's obviously limited to one a turn, but I'd also assume only one use per encounter/per power. |
| #47SiberysJan 02, 2011 21:52:20 | 1) Yeah, pretty much. Whatever seems reasonable. 2) Hrm, not seeing anything with a cursory glance. I'd peg it at moderate myself. 3) Each power tells you in the description, before the keywords. At-wills can be used as much as you like, provided you have the actions; Encounters can be used once per encointer; dailies (there's only one of those, from the Alien origin) once per in-game day. |
| #48tyr525Jan 02, 2011 22:04:30 | Correction for that "Death" question. I realized there was the "Rules" section on the front page, it's a DC 15 to stabilize apparently. Seems logical to me, I was thinking either 15 or 20 for that DC. |
| #49ExcalibursZoneJan 03, 2011 0:56:09 | 1) Yeah, pretty much. Whatever seems reasonable. With #3, dailies are regenerated/refurbished once every long rest. Though Gamma World really doesn't have a need for long rests other than to reorganize alpha mutations and omega tech. Basically, other than that one daily (which is underpowered compared to other Expert powers and even some encounter-limited novice powers) and the reorganization of player decks, extended rests have no real purpose in Gamma World. |
| #50mvincentJan 03, 2011 11:10:37 | 1) How do you figure out weight for items? It says that for the most part weight isn't a concern, but occasionally is. Do you just imagine it's weight in real life and then just compare to stats or is there an in-game mechanic to pay attention to? Regular D&D has encumbrance rules (and sample weapon/armor weights) if desired: Strength x 10 is the number of pounds you can carry around without being Slowed. 3) How many times can you use an origin power per game/encounter? You can use each 'encounter' power once per encounter. |
| #51OraibiJan 03, 2011 12:47:45 | Regular D&D has encumbrance rules (and sample weapon/armor weights) if desired: Strength x 10 is the number of pounds you can carry around without being Slowed. The same rule is in D&D Gamma World, on page 77. |
| #52Tony_VargasJan 05, 2011 4:02:04 | 3) How many times can you use an origin power per game/encounter? I know it's obviously limited to one a turn, but I'd also assume only one use per encounter/per power. In general, Novice powers are At-will and utility and expert powers are 1/encounter. There are some 1/encounter Novice powers in the GW rulebook, none in Far-Go. There is one 'daily' in Far-Go. I like to standardize things, and make all Novice powers Standard-Action, and at-will; and all expert powers 1/encounter. |
| #53FlashbackJonJan 05, 2011 7:46:14 | I know it's obviously limited to one a turn, but I'd also assume only one use per encounter/per power. Note: if the power is at-will, it's only limited by its action type. For example, the Magnetic Novice power is a Minor action, and could be used 3 times on your turn. A standard action at-will could be used more than once per turn if, for instance, you were granted another standard action, but such a condition doesn't yet exist in Gamma World to my knowledge. It doesn't come up much, but it's worth noting that no "1/turn" restriction exists inherently. |
| #54OraibiJan 05, 2011 9:05:00 | Jon, I think there are some Alpha mutations that can give you another standard action in a turn. |
| #55tyr525Jan 05, 2011 16:19:14 | Jon, I think there are some Alpha mutations that can give you another standard action in a turn. Adrenaline Pill is one of them. |
| #56tyr525Jan 05, 2011 18:05:58 | Started wondering, is there a way to use Science to physically heal someone? I know to stabilize someone who is dying is a DC15 Science Check, but I've not noticed any sort of First Aid/Healing rolls available or whatnot. |
| #57mvincentJan 05, 2011 19:18:40 | Started wondering, is there a way to use Science to physically heal someone? I know to stabilize someone who is dying is a DC15 Science Check, but I've not noticed any sort of First Aid/Healing rolls available or whatnot. Some GM's might allow a DC10 science check to trigger someone else's second wind (similar to D&D). Otherwise, one could view other first aid efforts as part of a 5 minute rest. |
| #58ExcalibursZoneJan 05, 2011 21:03:23 | Started wondering, is there a way to use Science to physically heal someone? I know to stabilize someone who is dying is a DC15 Science Check, but I've not noticed any sort of First Aid/Healing rolls available or whatnot. There is no science check needed to trigger someone else's second wind. It's a standard action and can be done by anyone. Page 22 core book: "If you are unable to take actions, another character can use a standard action to trigger your second wind." |
| #59mvincentJan 05, 2011 22:17:36 | There is no science check needed to trigger someone else's second wind. It's a standard action and can be done by anyone. Awesome. Thanks. |
| #60FlashbackJonJan 05, 2011 23:52:30 | Notably, the first aid kit gives a +1 to Science checks for healing, however. |
| #61ExcalibursZoneJan 06, 2011 0:41:28 | Notably, the first aid kit gives a +1 to Science checks for healing, however. Where did you find the First Aid Kit? FIFG? |
| #62FlashbackJonJan 06, 2011 0:56:58 | Yessir, p29. |
| #63ExcalibursZoneJan 06, 2011 1:26:35 | Yessir, p29. That is so odd...since you heal to full between encounters regardless of whether it's short or extended. I guess you could apply the +1 to the Science check when trying to stabilize a dying character... |
| #64tyr525Jan 06, 2011 2:53:00 | This is why I was confused. I just bought FIFG and saw the First Aid Kit as a "bonus" item I granted players to roll for, just as a bit of flavor of the new and one of my players got that. I assumed to stabilize another player was the use for the First Aid kit, but at the same time, I had to think back and try and remember if there was ever a healing roll, or if it was just all done with Second Wind and Rests. |
| #65FlashbackJonJan 06, 2011 7:01:48 | I'm guessing it was just an oversight, but it could feasibly apply in situations such as plot events or skill challenges, I suppose. |
| #66tyr525Jan 06, 2011 23:30:50 | I took Chris Perkin's advice and went with "When you're not sure, just say Yes" when your players want to do something creative. So I set a basic DC 10/15/20 for healing, and will only allow healing WITH the First Aid Kit. If they roll at least 10, they get a D6 + Level worth of healing on another character, DC15 makes it a D8 + Level and DC 20 is D10 + Level. Pretty much the better they roll, the better the "healing damage" they roll." It's still small and realistic, but I try and limit it as much as possible as I don't want to be slamming new mechanics into my game, but figure it was worth the allowance this past game. (Plus First Aid kits only have 5 uses.) |
| #67tyr525Jan 09, 2011 17:57:55 | Found myself wondering about this, as it only has a fairly limited entry on the rules of flying, but it says in the entry that creatures can move up and down freely, even diagonally. If this true, does this mean that spaces in a 3-D sense come into play? Like instead of moving around on the grid of the map, could a Hawkoid PC decide to move 6 spaces UP into the air? Additionally, it sometimes gives measurements in feet, usually in increments of 5, such as "The badders behind the table are approximately 20 feet away from the steps, which I counted as 4 squares. Does this generally mean that each square represents 5 feet as well? (Much like the "5 Foot Step" in D&D 3.5 I would suppose.) |
| #68OraibiJan 09, 2011 18:13:32 | Hi Tyr, each square is supposed to be 5 feet across, and they don't seem to mention this anywhere in the rules. Disappointing.A hawkoid can indeed choose to fly 6 squares up, or 6 squares up and 6 squares forward, or whatever. Note that flying up will usually provoke an opportunity attack if there's an adjacent creature, just like walking away would. I usually use dice to represent altitudes of characters or monsters who are flying, by putting the die beside the creature. Each number showing on the represents how high it is, so a d10 showing "6" next to a hawkoid would indicate that it flew 6 squares up above the base level of the map. |
| #69tyr525Jan 09, 2011 22:37:52 | Thanks Oraibi, that's what I was thinking. I was chatting with a fellow player tonight and said "It says you can move up and diagonally, but what's to stop someone from flying up 6 spaces over and over and getting out of range of any weapon?" Of course, this wouldn't work inside of a building with a ceiling unless it was really tall, but do you feel the cap for height should be a set number? 20 perhaps? Or maybe the speed of said flyer? Also the dice idea, mentioned that too, commenting that eventually using a d20 would just be silly and unstable. |
| #70FlashbackJonJan 10, 2011 0:20:16 | There's no cap on it, and although flight can be unexpected, I don't think it breaks anything, per se. |
| #71Tony_VargasJan 10, 2011 18:29:16 | There's no cieling on flight, but range cuts both ways: If you're flying 24 squares above the battle, everyone on the ground is out of range of all your attacks, as well. If you want to make it harder on fliers, you can rule that gaining altitude costs double movement (just like difficult terrain). So if you have fly 6 and move straight up, you go up 3 squares. |
| #72tyr525Jan 12, 2011 1:58:32 | Curious as well, is it legal to use an attack from Omega Tech in conjunction with Origin Powers? Like the Hypercognitive's Uncanny Strike + Mk. 1 Laser Pistol? |
| #73FlashbackJonJan 12, 2011 7:39:02 | Strictly speaking, no. Despite being a piece of equipment, the use of the Laser Pistol is a power, and there's no way to use two powers concurrently. Furthermore, it has no [W]. This is assuming it's not salvaged, of course, after which point it's perfectly legal. In my personal games, though, I might allow it. *shrug* |
| #74Tony_VargasJan 13, 2011 14:56:06 | Some Omega Tech cards /do/ say that they are weapons, so it wouldn't be out of line for a DM to rule that you could - but, they're also powers, in themselves, so ruling the other way is also justified. As Jon pointed out, many salvaged Omega Tech weapons would clearly work just fine with weapon powers. And, some GMs allow you to use the 'salvage' entry while the item is still working... |
| #75tyr525Jan 13, 2011 17:09:58 | I may just decide to go with the logic that using Omega Tech in conjunction with powers you're comfortable with might be a little off-key, as Omega Tech is new to alot of people, alien to some and just interesting in it's own right, so it'd be hard to use it at the same time while focusing on Origin Powers or whatnot. Thanks for the input, guys. |
| #76colonel_c64Jan 17, 2011 0:58:32 | New to Gamma World and I plan on DMing (my first time) so pardon my basic questions. Looking at some of the Omega Tech, I'm not so sure how/when players use them. For example Cerametal Armor lists itself as Armor: Heavy and Power: Encounter. If a player has this, do they need to state that they are wearing this before the encounter begins? I assume this would be treated as if the player had heavy armor (penalties and all) regardless of what they normally started with. If the power is never triggered they still get to keep the armor despite using it, right? Also, the encounter power is only good once? (so if they were knocked prone twice, the armor would only negate the first occurrence) I'll probably have more questions later ![]() Thx! |
| #77ExcalibursZoneJan 17, 2011 11:52:02 | New to Gamma World and I plan on DMing (my first time) so pardon my basic questions. Cerametal Armor is heavy armor that the player can wear at all times and gain the benefits and detriments of heavy armor: +7 AC, -1 Speed. It also has an encounter power that may be used that negates forced movement or knocking the character down. The power is optional. Though if it is used, the player will have to roll an omega charge check at the end of the encouter to keep the omega tech. If that doesn't work, it can be salvaged to become a permanent armor without the power but with a +1 to fortitude saves. I would assume that the character would be wearing the armor. But it might be best to ask. If the character is not wearing the armor, then they cannot use the power nor benefit from any of it's effects. The armor will be kept until they use it and fail an overcharge check. It may be kept in its salvaged form if the character is level 2 or higher. Since the armor's power is Encouter-based (not At-Will) it will only work once during an encounter. it does not provide its effect the entire encounter. The omega tech's power says it all: "Power: Encounter Immediate Interrupt, Personal Trigger: An attack knocks you prone or subjects you to forced movement Effect: You aren't knocked prone or subjected to forced movement from the triggering attack. In addition, you gain resist 5 to all damage against the triggering attack." |
| #78santakasJan 21, 2011 22:45:24 | Are there any rules regarding fully automatic fire? If not, does anyone have any house rules concerning automatic weapons fire? |
| #79OraibiJan 21, 2011 23:07:14 | Are there any rules regarding fully automatic fire? If not, does anyone have any house rules concerning automatic weapons fire? What would you want automatic weapons fire to do? |
| #80Tony_VargasJan 22, 2011 2:00:49 | There are no rules on automatic fire. It would not be unreasonable to assume that some guns /are/ being used in a full-auto mode. That'd explain why you can go from 'plenty of ammo' to 'no ammo' after one attack roll. ;) You could come up with all kinds of rules for automatic fire. But, consider that the main downside is burning through ammo faster - and the ammo rules don't make that distinction... OK, here's a shot at it: Automatic Fire Encounter * Weapon Standard Action Area Blast* 3 w/in 1/2 Weapon range Requirement: you must be using a gun Targets: all creatures in blast Attack: same as basic attack Damage: 2[W] + basic-attack-stat + 2xlevel Effect: After resolving this attack, you are out of ammo. ** * 'Area Blast' isn't actually in 4e. The only difference between 'Area Blast 3' and 'Area Burst 1' is that (1) you can hit someone 5' further away and (2)you figure cover from your square instead of from the center of the burst. ** Just to be clear, out of ammo is out of ammo - you can't use /any/ gun until you get more ammo. If the whole 'Area Blast' thing is just too freaky, make it a Close Blast 5. |
| #81FlashbackJonJan 22, 2011 16:30:01 | Are there any rules regarding fully automatic fire? There sure are! You make a ranged basic attack with the weapon in question! ![]() |
| #82tyr525Jan 23, 2011 6:43:58 | What are the rules for lighting? Bright lights can obviously let you see all over. Dim lights make it hard to see. What are overall rules for lighting, if any? What are th rules for figuring weight for any given item? Haven't found any sort of examples for figuring weight, just for what characters can carry weight-wise. |
| #83FlashbackJonJan 23, 2011 13:29:57 | Dim light is lightly obscured. Darkness is heavily obscured. The rules themselves were clearly obscured, and they're on page 96. For weight, there are no rules primarily because I don't think it was deemed important. You can always google it and find out the weight of any given item, or a similar one. |
| #84lordkangusJan 23, 2011 15:55:24 | If you are talking about weight for the sake of what the players are carrying with them (their inventory), Gamma World really likes keeping things abstract and simple. Page 77 says: "As long as you're not collecting Ancient appliances, bowling balls and engine blocks, there's no need to keep an exact record of how much weight your character totes around." My players just throw anything that seems excessive in the back of their pickup truck. But if you mean for lifting things and what not, I'd Google the weights of things like FlashbackJon reccomended. (PS - Hi! I'm new!) |
| #85santakasJan 25, 2011 22:03:53 | Are there any rules regarding fully automatic fire? OK but how does that differ from firing a weapon single shot per round? And is this an official rule? |
| #86santakasJan 25, 2011 22:13:48 | Are there any rules regarding fully automatic fire? If not, does anyone have any house rules concerning automatic weapons fire? I'm not sure I understand your question. I don't want automatic weapons to do anything except be able to fire more than 1 shot per round which is what bolt-action, pump action, & semiauto weapons do. But someone else answered my question that there are no official rules for full auto weapons. |
| #87FlashbackJonJan 25, 2011 23:54:27 | OK but how does that differ from firing a weapon single shot per round? And is this an official rule? You don't fire a single shot per round. You make a basic attack with a ranged weapon, which constitutes as many (or as few) shots as would be required. A ranged basic attack is not a "single shot" in the same way a melee basic is not a "single swing." Yes, this is official. Since the combat rules are an abstraction of action for narrative effect, they intentionally lack the granularity of alternate firing modes. This is especially true in Gamma World, since your light one-handed ranged gun can be a 9mm, an Uzi, or a Ninja Turtle Pizza Thrower loaded with razorblades. How precisely do I need to define the burst-fire capabilities of a potato gun? |
| #88ExcalibursZoneJan 26, 2011 6:33:31 | If it helps you visualize the damage, how about thinking this way: Those multiple-dice weapon damages are actually bursts. IE 2d10 could be 5 1d4 bullets or 2 1d10 bullets. Not the most granular suggestion, but a way to visualize things. |
| #89FlashbackJonJan 26, 2011 16:14:10 | Precisely. A ranged basic attack with an M16 can represent...
Full-auto uses more bullets in a smaller timeframe, but also requires some level of bracing, even if we're just talking muscle tensing (roll on Table 3-27: Muscle Tensing Accuracy Adjustments, pg. 632), or suffers in accuracy. Semi-auto is slower but can be more reliably fired on the move. The end result of these actions is not the same but is modeled accurately in the standard action / round relationship. After all, a round is six seconds. The challenge of granular actions ("I pull the trigger once") is that way too much can occur in six seconds than can be reasonably dissected realistically (if you think it's been done by other RPGs, you should re-examine those systems). The benefit of abstraction is that the mechanics give you what is, essentially, the "results summary" of your round. Regardless of how realistic or unrealistic you feel like being in your narrative and no matter how you describe the contents of those 6 seconds, you know that if you rolled 10 for damage... you did 10 damage. |
| #90OraibiJan 26, 2011 17:46:17 | A neat way to do autofire weapons along the lines of my Weapon Shoppe house rules is to make a basic attack that looks like this: AUTOFIRE BASIC ATTACK -- BASIC ATTACK You rock-and-roll with your weapon, firing off multiple shots over a broad area. At-Will * Physical, Weapon Standard Action * Area wall 5 within 1/2 weapon range Requirement: You must be using an automatic weapon, and you must have ammunition. Target: All creatures in wall. Attack: Str/Con or Dex/Int + your level + weapon accuracy vs. AC Hit: 1[W] + your level physical damage. Effect: You run out of ammunition at the end of the encounter. "Automatic" is a keyword that can be applied to a gun at a reduction of one damage die step. This captures the feel of an autofire attack being used to hose down a continguous area, better than an area burst or close blast. |
| #91miniaturegeekJan 26, 2011 18:00:04 | I like that, it captures the idea of covering fire very well. |
| #92MuderflyJan 27, 2011 4:48:21 | i also like it, feels like the most appropriate way to handle it. |
| #93ChaoticGoodJan 28, 2011 16:23:31 | Here is my take on autofire rules for Gamma World. Personally, I would only use the first one. However, keep in mind that unless you are using a houserule for ammo, there is no such thing as "having spare ammo," so that last sentence about reloading is moot. |
| #94KJordanJan 28, 2011 18:00:51 | I just uploaded a new version of my adventure, Quest of the One-Armed Robot. The maps have been greatly improved (although to be honest, the swamp map could be better) and the file size is much smaller. You can download it from the same address as before: click here. Kerry |
| #95lordkangusJan 28, 2011 20:57:10 | The new maps look really nice! Good work. Although, the old hand drawn ones certainly had their charm... |
| #96FlashbackJonFeb 01, 2011 8:18:37 | ♦ Target: All creatures in a 2x2 square area. Standard Action ♦ Area burst 1 within 10 squares Target: All creatures in burst You need an attack type (area) so you know whether or not it provokes opportunity actions (yes). The other one should be: Standard Action ♦ Ranged weapon Target: one creature Notably, neither one works with "shotguns," per se, but a separate attack that was Close blast 3 would. Although at this point I'm practically just recreating Oraibi's burst/blast weapons. |
| #97FlashbackJonFeb 01, 2011 15:02:43 | I wasn't necessarily correcting the meaning of the words, as your intent it clear, I was just bringing the language in-line with the rules. "Ranged" attacks are, by default, single target attacks, but unfortunately "Area blast" doesn't exist (much to my surprise, actually). Note that in "Ranged weapon," "weapon" is the range, so you don't need to specify the range line. |
| #98KJordanFeb 03, 2011 15:53:30 | I just completed another set of creature standies based on the critters from Famine in Far-Go. You can download them from Google docs here. Kerry |
| #99Tony_VargasFeb 04, 2011 2:38:20 | I know a lot of games have you resolve an autofire attack with multiple attack rolls at a penalty - and it is reasonably 'realistic,' I suppose. The point of autofire, though, is to increase your chance of hitting at least once as much (or more) as it is to possibly hit more than one target. -5 is a very stiff penalty in 4e. If you must have a penalty, -2 might be more reasonable. |
| #100s.l.ickFeb 10, 2011 17:21:36 | I hope these are simple questions. 1) The rules state you can 'trade down' actions, like convert a standard action to a move action. Does this mean you can actually take 2 move actions in your turn? Seems like it would make running (+2 to move) kind of pointless. 2) Attacks from a mount. I read the rider grants combat advantage to enemies, and the rider gets -2 to attack. I always thought mounted attackers get some advantage in fighting from the high ground, is there any bonus for the mounted attacker? |
| #101mvincentFeb 10, 2011 18:45:38 | 1) The rules state you can 'trade down' actions, like convert a standard action to a move action. Does this mean you can actually take 2 move actions in your turn? Yes Seems like it would make running (+2 to move) kind of pointless. With running, you can still make two move actions, both with +2 movement. I read the rider grants combat advantage to enemies, and the rider gets -2 to attack. Where did you read this? Mount rules can be found at the beginning of this thread. I always thought mounted attackers get some advantage in fighting from the high ground That was in D&D 3e. 4e does not have that rule. |
| #102s.l.ickFeb 10, 2011 19:18:01 | I read the rider grants combat advantage to enemies, and the rider gets -2 to attack. Ah, I misinterpreted the mount rule "Mount attacks: -2 penalty while mounted" as mounted attacker gets the penalty. Also, according to page 76 on the Other Gear list, under Horse, riding: "You grant combat advantage to all enemies while you're on the horse." Maybe this would be different for a "trained" battle mount (like a warhorse or battlecat or whatever). I was just really surprised that there is no clear advantage to attacking while mounted, although I guess the "charge rule" under mount rules is one bonus. I haven't played D&D since 1st edition so 3rd edition isn't familiar to me either. Thanks so much for the answers! |
| #103FlashbackJonFeb 10, 2011 23:35:04 | Note that having your attacks and the mount's move is benefit enough. Add to it that you may choose the origin square for your attacks on a large mount and it just gets better! |
| #104KJordanFeb 18, 2011 10:11:04 | I've just created some Gamma World condition cards for those interested... docs.google.com/viewer?a=v&pid=explorer&... Kerry |
| #105coreyhaim8mydogFeb 18, 2011 13:13:39 | Those are well done, Kerry. |
| #106demonthresisFeb 22, 2011 17:34:40 | I am a new DM in my very first game using Gamma World. One of my players is a doppelganger. We are curious if the doppleganger's clone using ammo counts towards the using a gun more than once per encounter for the character. I saw in a previous post that a clone using an encounter power counted as the main character using it. Has there been an official ruling in this area? |
| #107FlashbackJonFeb 22, 2011 17:38:56 | At present, you will not find official rulings on anything. Given that this action would allow the player to find his gun every round with no loss of ammo, I would personally say no. But it's really not that bad compared to some other origin at-wills, sooooooooo... |
| #108demonthresisFeb 22, 2011 20:20:19 | I figured there wouldn't be anything official. Honestly it would put him more on par with our Magnetic/Gravity Controller who enjoys giving up his move action to get his at will minor action twice a turn before unleashing his Gravity Controller's at will standard or using some crazy alpha/omega card. He single handedly bloodied the Yexil in the Steading of the Iron King in one turn. |
| #109biaxidentFeb 23, 2011 6:52:31 | You might want to discuss a nerf with the player in question. In most groups, the Magnetic novice power has either been increased to a standard action, or reduced to an encounter power. |
| #110cazraFeb 23, 2011 10:10:15 | Question about MKIII Scout Armor (Omega Tech from Legion of Gold): It's heavy armor, but it gives a +1 bonus to speed. Would this replace the -1 penalty to speed normally imposed by heavy armor, or would it cancel out the penalty? |
| #111ExcalibursZoneFeb 23, 2011 11:14:58 | Question about MKIII Scout Armor (Omega Tech from Legion of Gold): Replace. |
| #112Tony_VargasFeb 23, 2011 18:41:52 | Question about MKIII Scout Armor (Omega Tech from Legion of Gold): The way it's written, cancel. The flavor text strongly implies 'replace,' but it wouldn't be the first time in the history of RPGs that flavor text was completely disconected from actual mechanics... (or /litteral/ mechanics failed to get across designer intent). Feel free to have it 'replace.' It won't ruin your game. |
| #113s.l.ickFeb 25, 2011 19:30:19 | Question about saves: Is your level added to death saves? Or saves in general? Also, for effect saves (like menarl spit poison), do you add your level or in this case, a Reflex bonus trait (since Reflex is used to determine hit)? |
| #114FlashbackJonFeb 26, 2011 0:43:53 | Neither. Saves are always 10+ unless a specific bonus is directly spelled out, as in the case of a number of different alpha/omega cards. |
| #115jvitzuFeb 27, 2011 21:57:19 | Is reloading a ranged weapon a free action? If so, it would seem like ranged weapons are disproportionately better than melee weapons. |
| #116biaxidentFeb 28, 2011 4:47:28 | Ranged weapons are a notch above what they are in D&D4. I hadn't even considered reload actions until you mentioned it. It seems the only disadvantages of ranged weapons over melee weapons is them provoking opportunity attacks. One might add though, that in D&D4 there's many ways of not provoking with ranged attacks, while GW only has one: shift away. |
| #117FlashbackJonFeb 28, 2011 13:05:00 | Actually, reloading isn't required at all (better than a free action, it's a "no action"). I just noticed today that the melee and ranged of the same type (e.g. heavy two-handed) have identical damage and accuracy. In Gamma World, though, I would personally consider "no opportunity attacks" WAY better than "attacking with range" in terms of which is more advantageous. |
| #118KJordanFeb 28, 2011 13:56:19 | I just finished creature standies for Legion of Gold if you're interested. docs.google.com/viewer?a=v&pid=explorer&... Kerry |
| #119Tony_VargasMar 03, 2011 17:04:50 | Is reloading a ranged weapon a free action? Gamma World doesn't differentiate between projectile and thrown weapons the way D&D does. If you're using an ordinary ranged weapon, you can use it every round - you don't have to worry about how many bowling balls your character can carry around to use as his 'heavy ranged weapon,' or how many arrows the bow-user has in his quiver, or about pulling out new arrows or bowling balls. |
| #120lyonstudioMar 05, 2011 21:09:29 | A Force Pike causes ongoing 5 force damage (save ends). Save versus what? And what is the target roll? It appears that a roll of 10+ at the end of a characters turn ends the effect. Does Reflex, Fortitude or Will modify the roll? It seems like saves for some effects would have higher thresholds or have a special modifier to use on a save. |
| #121sallaMar 05, 2011 21:22:29 | A Force Pike causes ongoing 5 force damage (save ends). Save versus what? And what is the target roll? It appears that a roll of 10+ at the end of a characters turn ends the effect. Does Reflex, Fortitude or Will modify the roll? It seems like saves for some effects would have higher thresholds or have a special modifier to use on a save. All saving throws succeed on a 10 or better, and fail on a 9 or less. Fortitude, Reflex, and Will do not modify saving throw rolls; only modifiers that expressly state they apply to saving throws modify one. |
| #122steelycrossMar 06, 2011 4:48:09 | Three Newbie questions here: 1. What does it mean to trade down an action. On your turn you can take 3 actions, a standard, a movement and a minor action. If I want to trade my standard action for a movement action, does that mean I take 2 movement actions and 1 minor action? 2. What's the point of group telepathy in combat? I can understand between encounters when it's more roleplaying, but during combat, why do I need a power to talk to somebody who's 10 squares away (or sitting across the table from me)? 3. Besides leveling up, what is the difference between a short and extended rest? I know in D&D the difference is that you get your surges back during an extended rest, but since there aren't any surges here aren't the two nearly the same except for the leveling part? |
| #123OraibiMar 06, 2011 6:21:51 | 1. Yes. So if you want to "double move" you can do exactly what you suggest there. 2. You probably don't need it most of the time, but it could be useful for setting up strategies without the bad guys listening in. "I'll delay my attack until after Tom gets out of the way." "OH REALLY says the Ark right in front of you." "...oops." 3. You also reshuffle/rebuild Omega Tech and Alpha Mutations after an extended rest. |
| #124steelycrossMar 06, 2011 6:50:15 | Two more newbies question. I know this is probably obvious but from reading through the book once I couldn't really figure out the answer to this: 1. Do monsters go through the whole death saving throw thing when their HP hits zero? Or is that only for characters? How about second winds? 2. Do you automatically get opportunity attacks against an adjacent foe using an area attack? Then arent close burst 1 and close blast 2 attacks rarely used since you almost always get an opportunity attack used against you? |
| #125sallaMar 06, 2011 14:49:31 | Two more newbies question. I know this is probably obvious but from reading through the book once I couldn't really figure out the answer to this: 1. No. Monsters die at zero, and monsters do not have second winds unless their stat block expressly states they do. 2. Close Attacks aren't Area attacks. Attacks come in four varieties: Area, Close, Melee, and Ranged and can only be one of them. Area and Ranged attacks provoke, Melee and Close attacks do not. |
| #126steelycrossMar 07, 2011 8:02:10 | The first aid kit in FIFG says that you have a +1 science check for healing. I didn't see any further explanation about this. Is this a standard or minor action? How many hp do you get back? |
| #127KJordanMar 07, 2011 10:04:28 | The first aid kit in FIFG says that you have a +1 science check for healing. I didn't see any further explanation about this. Is this a standard or minor action? How many hp do you get back? Presumably, the first aid kit description is referring to the Science check to stabilize a dying comrade (core rules, pp. 23). The actual action required to perform this stablization is not explicitly mentioned, but based on 4e D&D stablization, I say it requires a standard action (and I reflect this in my condition cards). Kerry |
| #128steelycrossMar 12, 2011 10:20:24 | do you have to take your movement action before your standard action or can you do it in reverse? Attack then move, or move then attack or does it matter? |
| #129KJordanMar 12, 2011 10:24:53 | do you have to take your movement action before your standard action or can you do it in reverse? Attack then move, or move then attack or does it matter? Each character has one move action, one standard action, one minor action, and unlimited free actions per turn. The sequence of the actions is entirely up to the player. Kerry |
| #130steelycrossMar 12, 2011 10:36:50 | if a character gets knocked prone, then on their turn can they immediately get up as their move action? Like if a Yexil knocks you prone with wing buffet can you just get up immediately on your next turn? |
| #131KJordanMar 12, 2011 11:02:59 | if a character gets knocked prone, then on their turn can they immediately get up as their move action? Like if a Yexil knocks you prone with wing buffet can you just get up immediately on your next turn? Yes, but that uses your entire move action, leaving you in the same square. Kerry |
| #132jubjubbirdMar 15, 2011 9:19:51 | Are there size rules in Gamma World? There are rules for how much space a tiny/small/medium/large creature takes up. But are there rules for adjusting armorclass and such for being huge or small? |
| #133FlashbackJonMar 15, 2011 12:03:45 | In GW/4e, there is no change in statistics for size. Reach is "typical" and specified by the monster or creature in question, not automatic. Small and medium are 1x1 square and 1 reach. Tiny is 1x1 square and 0 reach. (Creatures can enter the space of a creature two sizes smaller than them, so this means that medium creatures may enter the space of a tiny creature, although this still provokes, as does any attempt to enter another creature's space.) Large is a 2x2 square and 1-2 reach. Huge is a 3x3 square and 1-2 reach. Past that point is just gets silly. :D |
| #134jubjubbirdMar 20, 2011 6:34:13 | Are there assist rules for skill checks in Gamma World? I can't find them.. |
| #135FlashbackJonMar 20, 2011 12:04:47 | Are there assist rules for skill checks in Gamma World? I can't find them.. I also could not find them. Here's the relevant text from the 4E Rules Compendium: AID AN ALLY’S SKILL OR ABILITY CHECK Action: Standard action. When a creature takes this action, it chooses a target adjacent to it. DC: The creature makes a skill check or an ability check with a DC equal to 10 + one-half the creature’s level. Success: The target gains a +2 bonus to the next check using the same skill or ability before the end of the assisting creature’s next turn. Failure: The target takes a –1 penalty to the next check using the same skill or ability before the end of the assisting creature’s next turn. This penalty represents the distraction or interference caused by the failed assistance. A creature can affect a particular check only once using the aid another action. However, up to four creatures can use aid another to affect a single check, for a maximum bonus of +8 or a maximum penalty of –4. In certain circumstances, the DM might decide that only one, two, or three creatures can try to aid a check. For example, it is unlikely that four creatures can assist in picking a lock. |
| #136steelycrossMar 21, 2011 20:25:33 | can you use mental push to make a monster attack himself? |
| #137Tony_VargasMar 22, 2011 3:16:26 | can you use mental push to make a monster attack himself? This just came up in my game, recently. I don't like it, personally, but I let it slide - wanted to let the player do /something/ at that point. It does say 'a creature of your choice' rather than '/another/ creature of your choice...' |
| #138zwolfMar 22, 2011 3:38:19 | The "Legion of Gold Maps" Maps link in the 'Galleries Section' that should link to maps, actually takes you to the 'Legion_art.zip' file, wich is the same as the art file... any idea, when that link will be fixed, or an alternate provided so that we can actually down load the maps? here is the problem page - it's the download link that is pointing to the wrong file: www.wizards.com/DnD/Article.aspx?x=dnd/4... That page's 'download' button points to the same place that the 'Art' page does; Found here: www.wizards.com/DnD/Article.aspx?x=dnd/4... They Both point to the file: www.wizards.com/dnd/downloads/galleries/... ... HEy! guess what! I did a little bit of 'guessing' and found the right link! yay me, I feel all 'hacker ish' or something... it is: www.wizards.com/dnd/downloads/galleries/... --- It still needs changed on the pages though - they look fairly old though - how has no one noticed this yet?-- thanks, |
| #139jubjubbirdMar 22, 2011 4:54:04 | You might want to add that you need to be a DnD Insider to be able to access that content.... and Im still not paying money for that |
| #140FlashbackJonMar 22, 2011 10:47:00 | can you use mental push to make a monster attack himself? Yeah I'm not a fan of the idea either, but it is completely legit. You could houserule it to "adjacent" or something. |
| #141mvincentMar 22, 2011 11:09:17 | can you use mental push to make a monster attack himself? The concensus from the 4e Rules forum is that a dominated creature can be forced to attack itself. That doesn't seem very fun to me, but since most GW creatures don't have a ranged basic attack, they rarely have any other target (since they don't get to move before the attack). So disallowing self-attacks would typically make the mental push power useless (which is even less fun). My own compromise was to disallow attacking themselves (only because it didn't seem fun), but allow them use their (at will) ranged attack (without provoking) even if it wasn't a basic attack (only because it seemed like fun). |
| #142sallaMar 22, 2011 13:33:05 | can you use mental push to make a monster attack himself? Then it's definitely legal. |
| #143lyonstudioMar 29, 2011 17:25:42 | For Omega Tech Unstable Vibroblade the card states "Special: You can take ongoing 5 force damage (save ends) to make this power a melee 3 attack." What is a "melee 3 attack"? Thanks in advance. |
| #144OraibiMar 29, 2011 17:35:50 | For Omega Tech Unstable Vibroblade the card states "Special: You can take ongoing 5 force damage (save ends) to make this power a melee 3 attack." That refers to the range. Most melee powers are range "melee 1" which means you can attack someone one square away, i.e. an adjacent square. A melee 3 power has what D&D calls "reach," meaning you can attack enemies up to 3 squares away. It's still a melee attack -- think of someone stretchy like Plastic Man punching you with his fist -- so rules which apply to ranged attacks don't apply to it, only melee attack rules. One of the main distinctions is that melee attacks don't provoke opportunity attacks like ranged attacks do. |
| #145steelycrossMar 29, 2011 19:34:40 | Do you add half levels to attack rolls? |
| #146ExcalibursZoneMar 29, 2011 22:33:03 | Do you add half levels to attack rolls? Page 18: Making Attacks Attack Roll: roll a d20 and add your attack modifier. Your attack modifier is described in the power you're using, but it's typically your key ability modifier + your level. My suggestion: read the book, you'd be surprised what's actually not missing. |
| #147OraibiMar 29, 2011 23:47:32 | Do you add half levels to attack rolls? Unlike D&D, you don't add half levels; you add your full level to your attack as indicated on the power description or on the Alpha or Omega card. Basic attacks (see page 75 of D&D Gamma World) add your level to the attack roll, and your level to the damage roll. |
| #148lefthandpunkApr 07, 2011 13:46:53 | New to GMing entirely and our group is new to Gamma World, but how do you split exp in an encounter? For the first sample GW encounter we had a party of 3 level 1s. They all fought the two badders and porkers but only two people got kills. They both killed one of each monster. How do we split the exp fairly? Furthermore, they're going to use these characters saved EQ, stats and all, in a campaign I'm working on along with 2-3 more new players. How do I scale enemies, etc, appropriately? What about making original enemies? For now I'm just considering creating "original" monsters and just using the basic monsters/stats/abilities that suit whatever creatures I have them encounter. And last, but not least, is there an effective way to work out some kind of vehicle combat of any kind? |
| #149mvincentApr 07, 2011 15:31:30 | how do you split exp in an encounter? Evenly. Every player that was at the table gets an equal share regardless of how many kills they got... getting the fun of a kill is it's own reward. Furthermore, they're going to use these characters saved EQ, stats and all, in a campaign I'm working on along with 2-3 more new players. How do I scale enemies, etc, appropriately? Start the new players with the same XP as everyone else so that they can level at the same time. I'm just considering creating "original" monsters and just using the basic monsters/stats/abilities that suit whatever creatures I have them encounter. That'll work. If you've exhausted the available GW stats, you could maybe start using D&D creatures... but the GW supplements should probably sustain you longer than a campaign will last. is there an effective way to work out some kind of vehicle combat of any kind? Here |
| #150biaxidentApr 08, 2011 5:40:16 | Furthermore, they're going to use these characters saved EQ, stats and all, in a campaign I'm working on along with 2-3 more new players. How do I scale enemies, etc, appropriately? Encounters have XP budgets. Take the XP for a normal monster of the party's level, and multiply it by the number of players. That's the XP budget for an equal-level encounter. So, for a 3-man party at level 1, this would be 300 XP. A 6-man party could take on double that. You can fill this budget however you like - elite monsters (XP equal to 2 normal monsters) are my personal favorite, I try to include one in nearly every combat. Minions (XP equal to 1/4th of a normal monster) are another easy way of spicing up encounters. Encounters of lower level are easier, encounters of higher level are harder. Try not to use too many encounters more than 3 levels over the party, unless you enjoy killing your player's characters. Gamma World can be surprisingly deadly if you roll a few criticals in a row. |
| #151sgcrutchApr 10, 2011 20:38:49 | Question about Encounter Omega Tech cards: Am I allowed to use each item only once per encounter - even a weapon such as a fusion or blaster rifle? In other words - if I fire a blaster rifle Omega tech item once per encounter, I CANNOT use it any more during that encounter? Thanks for any help. |
| #152Tony_VargasApr 11, 2011 4:19:06 | Question about Encounter Omega Tech cards: Am I allowed to use each item only once per encounter - even a weapon such as a fusion or blaster rifle? In other words - if I fire a blaster rifle Omega tech item once per encounter, I CANNOT use it any more during that encounter? Thanks for any help. As I understand it: Generally, the item will have a power, and the power will say either 'at will' or 'encounter.' The item may or may not have a 'benefit' instead if or in addition to a power:
|
| #153clockworkpuckApr 28, 2011 0:22:31 | Hey, a quick question about the Simian utility Monkey Leap. It's asking for an Athletics check, so as a DM I set the DC to what the player wants his leap to do? I'm assuming 'jump forward 5 squares' would be an DC 25 (5DC per square) right? Would that feasibly change (or is it fair to) for players who decide to go 'I'll jump off that wall onto that wall, and up onto the platform' or similar into a harder DC requirement? |
| #154cazraApr 29, 2011 14:10:31 | I'd probably make wall jumping be a high-moderate athletics check (perhaps an moderate-easy check at higher levels) that gets more difficult for each consescutive wall jump you perform. Each successful wall jump would probably lower the DC to jump vertically by 2 or 5 (your call). So with a running start, a successful wall jump will allow a PC to jump an extra 5 ft vertically (if you're giving them a +5 bonus). However, I don't think that wall jumping would help with horizontal jump distance. In this case, if a PC tried to wall jump with a running start, I would half any remaining horizontal distance from their jump check after they perform the wall jump. An exception might be if they were jumping almost parallel with the wall. |
| #155clockworkpuckMay 03, 2011 1:55:51 | Thanks, Cazra. ![]() |
| #156clockworkpuckMay 03, 2011 2:03:02 | Wheeled crit allows a full move speed as shifting, felinoid 3 squares as shifting but with "free action" tagged. Because wheeled says "you can then shift your speed ..." does that imply that if you have already moved that turn, that this rider is wasted?
Edit: Customer Service says it is a free move in addition to your movement. It will also stack with Felinoid for a 11 square shift + prone on a critical at level 6 onwards. |
| #157lyonstudioMay 03, 2011 15:57:28 | Monster Stats Question: Even though it is not listed, I assume that the higher level creature of the same type will have the powers listed for the lower level creature. For example, I assume that the Level 5 Hoop Warchief also has the Big Hop and the Transmuting Touch power of the Level 3 Hoop Warrior. Would someone confirm this? Thanks. |
| #158sallaMay 03, 2011 15:58:28 | Monster Stats Question: Nope. The monster's stat blocks are complete unto themselves. If it doesn't have that power listed, it doesn't have that power. |
| #159ExcalibursZoneMay 03, 2011 19:43:03 | Monster Stats Question: Generally speaking, unless the monster stat block has those powers, then the monster doesn't have those powers. Consider that a level 5 hoop is more experienced than the level 3 hoop and may have retrained to something else. I haven't heard of monster stat blocks stacking before and could be wrong though. |
| #160hairysammothMay 08, 2011 9:08:57 | OK, this is probably a very simple question, but the missus and I have been puzzling over the books all morning with no result. We've made up some Gamma World characters, and they all list both an Unarmed Quick Attack and an Unarmed Powerful attack. What's the difference between the two? I assumed that the Powerful hit harder but was less likely to hit, but in some cases the Powerful attack is actually more likely to hit. Is one a standard action and one a minor or something? As I say, we've probably missed something really basic here, but we can't for the life of us figure out what... |
| #161OraibiMay 08, 2011 14:18:49 | OK, this is probably a very simple question, but the missus and I have been puzzling over the books all morning with no result. We've made up some Gamma World characters, and they all list both an Unarmed Quick Attack and an Unarmed Powerful attack. What's the difference between the two? I assumed that the Powerful hit harder but was less likely to hit, but in some cases the Powerful attack is actually more likely to hit. Is one a standard action and one a minor or something? If you're a character who uses light weapons -- in other words, higher Dex or Int -- you'll want to use a quick attack. If you use heavy weapons, you'll want to use a powerful attack. They're both standard actions, but each one is more useful for a different type of character. If you have 18 Dex, hit with a quick attack: +8 vs AC, 1d4+5. If you have 18 Str, hit with a powerful attack: +7 vs AC, 1d8+5. |
| #162hairysammothMay 08, 2011 15:28:22 |
Riiight, so they're based on different stats - a "quick" attack is Dex modified, and a "powerful" attack is Str modified? Having been poring over the (relatively small) manual all day, can I ask where this information actually is? I want to make sure I'm not missing anything else vital... |
| #163OraibiMay 08, 2011 20:07:28 | Page 74. I don't know how you can miss it. |
| #164clockworkpuckMay 09, 2011 3:13:50 |
Your unarmed attacks are standard actions just like other basic attacks. It's rare that they will be used however. Hoops for example may force a player to use their unarmed attacks. DM's discretion I would guess seeing as how holding anything can count as a weapon in GW. A quick attack is Dex/Int modified (highest) and strong is Con/Str (highest). |
| #165hairysammothMay 09, 2011 3:20:46 |
Ah! A combination of not thinking to look for Unarmed in a weapons table, and the usual Wizards problem of a terrible index. My bad - thanks for the help. |
| #166tyralusMay 23, 2011 0:51:12 | Sorry if this has been answered (though I did look pretty thoroughly). I have a question about starting gear. On p75 of the Gamma World book it says: "At 1st level, you start with one explorer's kit (and everything in it). You also make 1d4 + 1 rolls on the Starting Gear table." As written, that sounds like it's saying everyone should do this, the character sheets echo this same instruction. Is everyone supposed to make 1d4 + 1 rolls on that table, or is it 1d4 + 1 rolls for the group as a whole? My group rolledindividually, and in the end we had things such as 2 pickup trucks, 3 horses (1 riding/2 draft), 2 keelboats and so on. It just seemed somewhat strange to have so much. |
| #167cazraMay 23, 2011 10:15:05 | individually. |
| #168tyralusMay 28, 2011 12:16:10 | Thanks. |
| #169goldsaturn25Jun 21, 2011 2:36:46 | Hello, I'm a long time lurker of this thread. The information contained here is mostly what led me to buy gamma world and run a gamma world campaign. Our first session is fast approaching, and if anyone is willing to answer a few questions, I'd really appreciate it. I realize there probably isn't going to be an official answer to most of these, but if you have some experience playing with these rules and know what works or doesn't work, I'd be grateful if you chimed in.
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| #170clockworkpuckJun 21, 2011 6:36:28 | 1. I use d4+1 as standard. 2. Sure. If in combat I'd rule a minor action cost to pass it over though. 3. Gamma World essentially runs on a barter economy. The two rarest items that the larger world desires is both Omega Tech and ammo. Both make good standards of exchange and allows players to dump unwanted loot in exchange for more desirable items. 4. I find it does. Players enjoy searching after battles and I can add junk loot for searches. Players feel happy because they find weird stuff they get to basically argue how it can be used later on and as a DM it adds a loot dimension without overpowering the characters. I use http://critical-hits.com/ch-presents/gamma-world-junkulator/ - which is a much expanded junk list. I've found my players experiment a lot with the junk loot, it seems to add a good dimension to the game, and it's surprisingly easy to tie random items into story clues. For example, last encounter a character found an ear piece, placed it in ear to see what it could pick up, and I was able to add something relevant about the compound area they were in. Harmless and fun. 5. Level compatible with party. 6. Picking up gear is easy, depends how the character died I guess. Remeber the replacement isn't just a character that spontaneously creates, it's a character that has existed that the party then encounters. Such a 'living' character would have the same chances your party has had to get the level appropriate gear. Maybe just rule levelx2 omega tech. 8. Write on the character sheet what gear a person has. Or if you bring a laptop/pad just make notes. 9. Works fine for me so far. Set up 2-3 encounters where you run standard MM against your party and see how they fare. Should give you a decent idea how capable the party mix/player tactic preferences are. Don't be scared to arrange outs for your encounters if it looks like a wipe. Once you are comfortable working out the levels vs your party mix then swapping becomes a lot easier to manage.
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| #171dlahayJun 22, 2011 9:02:10 | Quick question about the Origin critical hit benefit: Does the player receive this benefit when ANY critical hit happens or just when the player uses a power from that origin? Thanks. |
| #172MuderflyJun 22, 2011 15:36:13 | I would say any attack the PC rolled a 20 on. |
| #173drwonderJun 22, 2011 17:13:25 | I would say any attack the PC rolled a 20 on. What happens if they get a crit from using a melee weapon? Do they choose? |
| #174MuderflyJun 22, 2011 19:52:27 | i would think both origin crit benefits would trigger. |
| #175mvincentJun 23, 2011 12:05:57 | 1) When the party finds ammo, how many units do they find? The adventure should say (typically each player gets to top off... but sometimes it will be a single unit). If it's your own adventure, you get to make the call. 2) Would you allow a player who got ammo to give their ammo to another player who has used up his/her ammo? Yes, this is allowed in Gamma World: "Other players can give you their ammo, but then they will be out of ammo." 3) Because ammo is such a valuable resource in the world, it seems reasonable that players might want to trade it for things they need, or use it as a bribe instead of firing it. Should I allow that? Certainly, but then that player will be out of ammo. This sounds like excellent roleplaying. 4) That would imply that if they got a new gun, they would no longer have ammo, since it’s for their old gun. If they found multiple guns that are the same, they could argue that they should be allowed to trade ammo. The ammo system is an abstraction that doesn't go into that granularity. 5) How does the ancient junk reward system work in practice? If fun... not very useful, but fun. How hard do you make the players look for someone that both A. Has something they need. and B. Needs something the players happen to have It depends entirely on the circumstances, and is just part of roleplaying that the DM has to decide. I actually lean towards realistic probabilities myself. And bartering doesn't mean that the NPC has to need what the players have... merely recognize it as valuable (like say, Omega tech). When a character dies, what level is their replacement character? It should be the same level as the other PC's. Given the mortality in Gamma World, starting them at first would be cruel. What about the dead character’s gear? Omega tech? Ammo? Is it still there? Does the new character get all of it? That's your group's call. My players have a gentleman's agreement for the latter. I believe my players assume that if they kept all the dead PC's gear for themselves, then the new PC would arrive with no gear. They are probably correct. How do you keep the different decks separated when they have the same backs? I’m thinking of ordering sleeves with different colored backs for my cards That's what most posters here recommend. I personally just keep them in separate boxes. I don’t want to let them hang on to my cards from week to week I have my players wrap their cards up in their character sheet and leave it with me. There's not much reason for the players to take their character sheets home, and there's several good reasons not to. How well does converting monsters from the D&D MM work? Not too bad. Even though GW PC's get to add their level to rolls (rather than 1/2 level as in D&D), they also aren't expected to have lots of gear that boasts those rolls (like D&D PCs have). It comes out about the same. |
| #176flintlockeJun 30, 2011 10:59:08 | Question about the Alien's Alien Engineering: I just stepped out from having DM'd the party through their first 5 levels and now I am playing a character that has Alien as one of it's origins. In trying to understand the best way to use it's powers, I figured the following: 1. Alien Engineering is cumulative; I can spend a number of turns accumulating charges on a weapon to later release them all with the weapon's normal damage. (ex. each charge adds 14 radiation damage to a succesfull hit; I hit for 22 physical with a 2h heavy gun with 4 charges; total damage was 70; the normal attack bonus was +12, but +2x4 added on top of to make a final +20). 2. I used a few accumulated charges of Alien Engineering with a weapon attack made from some omega tech (Grav Mortar). The omega tech is an 'area x within y' type attack(s), so in order to not make the DM despair that I had broken the encounter, I assigned all the bonus damage and bonus attack to only the target at the center of the burst; the other two targets took no alien engineering damage. Am I doing this right? How are others using Alien Engineering? In the 'roleplayed' sense, it totally works for me that the Alien origin can enhance weapons, especially omegas (assuming they are weapons). Building up charges might not even be the most effective form of DPS for my character but it's just so much fun to fire smalller amounts of shots that hit for big numbers (essentially a 95% chance to hit when charged a few times) Thoughts? |
| #177battlemaster95Jun 30, 2011 12:45:33 | Question about the Alien's Alien Engineering: I don't think that Alien Engineering was designed to work this way. the specific rules are ambiguous, but i think that the power becomes slightly too powerful. these are just my personal thoughts on this power, i dont know how the power was intended to work. |
| #178flintlockeJun 30, 2011 12:51:42 | i think the gun actually hit for less, but the final amount after spending 5 standard actions was 70, 14x4 radiation, 14 physical edit: i guess ill need to read it again; if the attack bonus is flagged as 'power bonus' then it definitely does not stack |
| #179ExcalibursZoneJul 03, 2011 20:48:53 | Question about the Alien's Alien Engineering: Nope, you're not doing this correctly. You expend your standard action for your turn (you receive 1 standard, 1 move, and 1 minor action each turn unless you have mutations or origins that grant you more) when you use Alien Engineering. You then choose yourself or an ally as the target of the power. The target must be within 1 square of you (melee 1) to be a target of the power. The next weapon attack made by the target before the end of the encounter (NEXT attack) gets +2 to the attack roll. It also deals bonus damage to the tune of 5 + Intelligence mod + your level Radioactive damage. Since it is an At-Will power it can be used a number of times equal to the number of Standard Actions you have for your turn. This is normally 1. The weapon that is used will hit for its normal damage (roll the die, etc.) and gain an additional bonus equal to the power's bonus damage. It looks like the power is cumulative since it seems you can combine a minor and a standard action (if you happen to do a critical hit to apply AE as a minor action). But the problem is this: The recipient of the power will be delaying their turn for as many times as you wish to apply Alien Engineering. If the DM decides that the party's enemies will let you do this, then it is the DMs fault for not keeping this in check. Personally, I would probably play the monsters so that they'd need perception checks to figure out what's going on. If the monsters are familiar with Alien Engineering's keywords or have the Alien origin, then I'd give them bonuses to notice what's going on and have them start attacking the "buffer". Other than making this extremely broken, I would have to correct what I said above and say that what you did everything fine. I might hazard a guess that if WotC ever did real errata for Gamma World, that "until the end of the encounter" would change to "until the beginning of your next turn". The critical hit would override that and allow the second, additional use of the power as a minor until the end of your next turn for a grand total of 2x cumulation of the effects. Otherwise, the power is crazy overpowered. |
| #180ExcalibursZoneJul 30, 2011 11:15:10 | Re-reading this, as a DM, I might allow accumulation of charges equal to the weapon's accuracy rating, so up to a +4 for standard weapons found in the main book. Another option is to just allow a weapon to have two charges of A.E. on it. But I think the weapon accuracy limitation would be the most fair without breaking the game too. This allows for cumulation of charges and most of the smaller weapons can benefit from a standard application of A.E. and a minor application as well. This would just be my ruling. |
| #181monk2016Aug 05, 2011 15:35:15 | Hello, I have a couple of rules questions. 1) Shieldbots (GW Core p. 127) are Level 1 Minion Brutes. Their at-will attacks do 9 electricity damage, that seems a bit high to me. I'm wondering if this was a typo and should have read as 4? I compared other Level 1 Minions' damage from other sources, and most seem to do 3-5 damage, or higher under certain circumstances. Then again shieldbots are classified as brutes and their attacks are only +4 vs. Ref (compared to +6-8 of most other Level 1 Minions), so I guess they might not hit as much. Still, 9 damage seems a bit high for level 1. 2) Something I've always wondered (GW/4th ed. in general): when you use a move action to stand up from prone, but you are adjacent/in threat range to an opponent(s), would the opponent(s) get an opportunity attack(s) against you? I'm guessing the answer is No since this situation is not addressed. That's all for now, I'm pretty sure I came across something in Legion of Gold, but I'll post if/when I remember what it was. |
| #182ExcalibursZoneAug 06, 2011 1:28:56 | Hello, I have a couple of rules questions. For 1, I do not know. I usually thought it was 4 damage, but there are differences. You cannot compare GW monsters to D&D monsters, they're slightly different. 2: No opportunity attack. I would consider it a shift without leaving the square, so to speak. You'd normally expect someone who is getting up to be standing in a defensive posture. Anyway, since standing from prone eats all of your move for the turn (you can't get up and move without converting your standard action into a move action) that's how I'd read it. |
| #183eljonnoAug 10, 2011 6:32:14 | Hi All, Is Gamma World 100% compatible with D&D 4e? I'm thinking about buying the Gamma World box set. I would like to have my players be sucked into a portal and end up in Gamma World for a while. Thanks |
| #184battlemaster95Aug 10, 2011 9:45:20 | rules wise, this works (though you might have to improvise if you want to use the cards). the only concern that I would have is that the Gamma World setting is inherently silly, so if you have an even vaguely serious campaign I would avoid travel between the two games. this said, i thing that the idea has potential for an intriguing one-shot, if not an ad venture in a campaign. |
| #185eljonnoAug 10, 2011 10:11:52 | Ok cool. What I was thinking was to have a Wizard experimenting with nuclear materials and magic at the same time. Perhaps having the nuclear waste poison the water supply and have the player investigate. When they show up and fight the wizard the arcane barriers begin to collasp and cause a nuclear explosion. Instead of killing everyone it will react with the ambient magic items, wands, scroll etc... and transport them to Gamma World. I think it will be kinda cool, that way they can get mutations, guns and stuff. I'm more concerned with them having fun than balance, I can always change monsters and up there defences if needed. Since it is compatible I won't have to worry to much. |
| #186maceo00Aug 12, 2011 20:41:01 | I'm just starting to read over the rules so I might have a few questions as I go through them. The Parn has two at-will melee attacks but one is a double attack. Can someone explain that? Why wouldnt the Parn just use the double attack all the time? |
| #187ExcalibursZoneAug 14, 2011 16:11:09 |
If you read on page 105 the attack type is indicated by the icon next to the name. You'll see that the Sword Antenna standard action has a sword (melee attack) with a circle (basic). So the Sword Antenna action is a Basic Melee attack. The Double Attack only has a sword which means it cannot be used as a Basic Melee attack. Incidentally, if you see a Bow with a circle, that means it's a Basic Ranged attack (see Horl Choo Stinger). This is important when you consider that Opportunity Attacks (page 20) use the Basic Melee attack power (page 75). (Charging also uses a Basic Melee attack but it is not in the Gamma World rules, see the D&D Rules Compendium or the D&D 4e Player's Handbook for charging rules). So, to answer your question: the Parn would use it's Double Attack during it's turn but during everyone else's turns, it would use the Sword Antenna attack if and only if it is granted an Opportunity Attack (such as when a player moves by the Parn in an adjacent square). |
| #188maceo00Aug 14, 2011 16:29:09 | Thanks for the thorough reply. The Parn seemed like the only monster that had two at-will powers that were both melee so it confused me. By the way have you seen the Wasteland comic website? www.onipress.com/thebigwet/about/index.p... It has a great apocolypse back story and the "Walking the Dust" is a nice travelogue to read through. |
| #189DLIMediaAug 14, 2011 23:27:29 | Due to me receiving a "cease and desist" order from Wizards of the Coast legal, the "Fire From the Sky" Gamma World module is no longer available in any way, shape or form. Please remove it from the list at the top of this post. In addition, Wizards of the Coast recently clarified that Gamma World is *not* covered under the 4e GSL. And, as such, no Gamma World content from third party publishers is allowed. WotC's legal department stated (slightly paraphrased)... Under the GSL, only materials listed in the SRD (rules, tables, terms, and templates) are available for you to use after the Statement of Acceptance is accepted. Gamma World is not included in the materials offered in the SRD. .../... Under no circumstances may you use Gamma World as part of your module. For more details on my legal battles with this issue, you can see my blog post: The Death of Gamma World Content |
| #190maceo00Aug 15, 2011 6:55:33 | Sorry to backtrack over DLIMedia... I was just reading this thread in the GW errata forum (that doesnt look like its being used) community.wizards.com/go/thread/view/758... Are all novice powers suppose to be at-will? Thanks for your help, |
| #191ExcalibursZoneAug 18, 2011 20:52:23 |
That is the view of a few of us anyway. What we say and what is in the books are different beasts. Trust what's in the books unless you want to house rule things. |
| #192maceo00Aug 19, 2011 21:44:59 | I guess I'll just stick with the books for now... Ok another question-If characters can only go up to LvL 10 will they really be able to fight (and live) against creatures like the Klard nar eartheater which is a LvL 14 Elite Soldier? Also do you think the Alpha and Omega will get more or less expensive as the game gets older? Sometimes I think the supply will go down and prices will go up but other times I think all these stores with cards will get stuck with them and want to sell them cheap |
| #193ExcalibursZoneAug 20, 2011 1:04:35 | I guess I'll just stick with the books for now... If you take an average party of 5 level 10 adventurers, you can create an encounter with up to 5 level 10 monsters. You can easily use the experience quota from these to throw in a level 14 critter. You can also make the monster a minion which lowers it's xp cost for the encounter. Also do you think the Alpha and Omega will get more or less expensive as the game gets older? Sometimes I think the supply will go down and prices will go up but other times I think all these stores with cards will get stuck with them and want to sell them cheap Speculation on supply and demand of the cards is kind of moot to me ;) But you'll probably only get them from ebay after a while. Oh, well, this is what happens when a game is put out and essentially cancelled in such a short amount of time. |
| #194maceo00Aug 20, 2011 6:46:19 | Thanks ExcalibursZone for your help! I'm almost done reading everything but maybe you could check back once and a while since it seems like not too many people read this forum anymore Check out that wasteland comic link I put farther up-I wouldnt mind hearing what other people think. It's got some great story ideas if you read the "diary" entries |
| #195tysoniumSep 30, 2011 2:04:37 | I had a question regarding movement-related traits. The Cockroach origin grants a climb speed, with a restriction that they cannot attack while climbing. The Arachnoid origin grants climb also, but with no limitations on attacking. Is the difference between these deliberate, or merely an oversight since they appear in different books? If it is, why? If not, should they both be allowed attacks, or should neither? I'm considering allowing them both to attack at a -2 penalty while climbing, similar to the restriction on the Hawkoid's flight trait. Thoughts? |
| #196ilikesantaOct 01, 2011 8:36:48 | I think of it like this. Spiders have two more limbs then cockroaches. If a cockroach is using 4 limbs to cling to walls, while using the other two holding weapons, then a spider should be able to give itself extra support to cling to walls with it's 2 extra limbs, hence no penalty. |
| #197tysoniumOct 06, 2011 0:12:58 | True, but the Cockroach origin has an at-will novice that doesn't even require limbs, so I'm not sure why climbing should interfere with their attacks. Not that the two origins have to have equivalent movement abilities, but it does seem a bit odd that Arachnoids should be able to attack with their at-will but Cockroaches cannot. I guess the 'roach can technically have a faster climb speed than the Arachnoid if their other origin gives them a speed bonus ('roaches climb at their speed while Arachnoids have a hard speed 6 climb), but I'm not sure that it's worth having two different climb abilities, especially since I plan on supplementing with the Rules Compendium and it would be nice to have things conform to the Climb description. I'm likely to house rule them to Spider Climb at speed, no attack penalty. |
| #198lyonstudioJan 07, 2012 23:46:09 | Is a character with the Giant origin "large". If so, the brickbat ability effects 12 rather than 8 adjacent spaces, correct? Also, maybe I missed it but what is the DC for easy, moderate, and hard? 10/15/20? |
| #199drwonderJan 09, 2012 12:58:38 | Is a character with the Giant origin "large". If so, the brickbat ability effects 12 rather than 8 adjacent spaces, correct? The Giant is not large. Even if it was, Brickbat is Close Burst 1 so it only affects the 8 adjacent spaces. Also, maybe I missed it but what is the DC for easy, moderate, and hard? 10/15/20? I do not have the book handy - I think the improvised skill checks are e/m/h = 8/12/19 (maybe that is from DnD 4e...) but they are round there... |
| #200lyonstudioJan 11, 2012 16:29:28 | If you are large you occupy a 2x2 space so brickbat would be 12 with the increased frontage. xxx xox 8 spaces xxx xxxx xoox xoox 12 spaces xxxx The DC seems to be a bit of erratta. An article here addresses it. Essentially DC will vary by the character's level. 8/12/19 is correct for a first level character. www.wizards.com/dnd/Article.aspx?x=dnd/d... |
| #201drwonderJan 12, 2012 11:56:26 | If you are large you occupy a 2x2 space so brickbat would be 12 with the increased frontage. I stand corrected :D If a creature was large then 12 spaces... But I am pretty sure the giant is not a large creature. |
| #202lyonstudioJan 12, 2012 13:35:39 | After thinking on it, I agree that the Giant origin is not a large creature, but my son's character (a giant android) also has the Gigantism alpha mutation which does make him large and brings the modification of the Brickbat ability into play. Thanks for the response. |
| #203norlo28Jan 17, 2012 13:50:58 | Hi folks! I'm a newbie RPG fan... I'm very interested in playing Gamma World and i'm want to buy the starter boxed set. This game will be affected by the "D&D Next" thing? |
| #204drwonderJan 17, 2012 16:49:35 | Hi folks! I'm a newbie RPG fan... I'm very interested in playing Gamma World and i'm want to buy the starter boxed set. Welcome! The Box set will get you started and there are various links on these forums to get you going! This game will be affected by the "D&D Next" thing? Maybe. - We didn't see much of a GW for 3/3.5. What we got for 4e was pretty good but not a full game. What we hope for the future is some good stuff to keep us going. If not I am sure one of us will make it. |
| #205norlo28Jan 17, 2012 16:53:31 | Hi folks! I'm a newbie RPG fan... I'm very interested in playing Gamma World and i'm want to buy the starter boxed set. Thanks!! I think i will get that starter box. I really like the GW setting... I'm trying to introduce people in my country (Venezuela) to role playing. I really love D&D and i want more players in the hobby. |
| #206narwhalFeb 03, 2012 13:19:56 | (realized I had not posted this in the right place, so I moved it) Howdy all, First off, let me state that I would like to run as RAI as possible. I have read the books, but I still have the following questions: 1. Random Tables - When might I roll on the starting gear tables again? The base book and Famine in Far-Go give you starting equipment tables and junk tables, and Legion of Gold gives you another starting equipment table. That being said, if I decide to role for a reward, based on what the book implies it will only be on the Ancient Junk table. At no time will any of the gear in the other three tables be generated because those tables are not an optional outcome for the Ancient Junk tables. Am I understanding that right? Is the intent that gear is something you will only ever trade to aquire? 2. Found/Finding Weapons and Armor - What are the stats? The characters defeat an android with a shotgun. I assume they get to keep it. What the heck is it? Two handed light gun, two handed heavy gun, one handed heavy gun for really macho character? From the sounds of it, weapons are made from whatever you want, and thus, you use them however you see fit. So the fact that a monster might have a carbine is irrelevant if you intent to use it as a one handed heavy melee weapon, or the fact that two cirtters had what would be considered light armor on but you intend to piece them together as a set of heavy. In some cases I can see this being easy enough to understand, but making a blanket statement that how the characters "intent" to use something dictates how it works means that someone who finds something like a handgun can state that they plan on using it as a heavy two handed gun. I guess if the item could reasonably (in the context of this fantasy setting) be used in the capacity they intend, that it is alright. I guess if someone who finds a sack of small 22 pistols and no ammo decides to throw them as a light one handed ranged weapon would be alright. The weapon entry in this case would be: "Sack of Pistols", Dex/Int, +3, 1d8, 5 squares. 3. Repurposing Weapons and Armor - Are the stats static or per character? Do these statistics shift if the object is used differently? Like say in the previous example, the character get's hold of some ammo and wants to use one of the pistols as a light one handed gun, while continuing to use the rest as thrown weapons. Basically I am worried about people having transformer equipment. "This is a shield when I hold it, or light armor when I wear it, or a light two handed ranged weapon when I throw it", "These two pieces of threaded pipe are each a heavy one handed melee weapon, but I can screw them together and have a heavy two handed melee weapon". If I plan to use the sword as Two handed light melee weapon, but I give it to another character, can they decide they will use the same sword as a one handed light melee weapon, or must they use it how I had? 4. Found/Finding Weapons and Armor - When might characters find them? Do characters get the equipment on the monsters they fight? If so, do they only work in whatever generic weapon/armor capacity the character could reasonably use the object? Will the players ever find "specifically" a light two handed ranged weapon, or will what they find really be subject to their interpretation of the object. The monster stat block don't indicate what generic category monsters weapons/armor are in, so how does this get determined? Further, beyond what bad guys drop, do characters just walk around finding what they want, to include guns? I mean, if I intend to use that stopsign as a melee weapon, and those rocks as ranged weapon, what's to say that I don't find something else that I plan to use as a gun somehow? 5. AND in damage types I've seen this a few other places, but the best example I can find right now is the Plasma Sword (card 30). It lists that it does "3d10 + STR mod + twice your level electricity and fire damage". So, is the damage of type fire and electricity, or does it do that much damage of both types? Another example I found later is the novice power for Exploding "1d6 + con mod + lvl fire and sonic". So is that 1d6+4+1 (assuming 18 Con and level 1) one time that is fire/sonic damage or 1d6+4+1 fire, and 1d6+4+1 sonic? 6. Touch attacks Some of the origins in Famine in Far-Go have powers with a range of touch. What do we do with those in the context of the GW rules? Thanks for your time and help... |
| #207narwhalFeb 03, 2012 14:54:20 | Question about the Alien's Alien Engineering: I want to reitterate the duration of the effects of this power, most importantly "before the end of the encounter". Also, it's "the target's next weapon attack", so if that attack misses, the charge is gone. As well, if this fight (the encounter) ends, the charge is also gone. So, assume the following (INT 18, Level 1, Light Two Handed Weapon), a fight breaks out (an encounter)... You hide behind a rock charging your weapon for 5 rounds. You then pop out and try to hit with your "weapon". You have either a +10 bonus to the attack roll, or a +2 bonus to the attack roll. This get's touchy because it is the same type of bonus stacking, and in 3.5 that was important, because bonuses of the same type didn't actually stack... but this is an unnamed bonus, so I think those stacked. Whatever, assuming best case scenario for you, it is now round 6 and you're ready to go out there and knock something but good. Your next weapon attack should be at an attack bonus of +18 (+4 Int, +1 Lvl, +3 WA, +10 bonus), and 1d12 + 5 (+4 Int, +1 Lvl) physical damage, +50 radioactive damage (25 + (4*5 Int) + (1*5 Lvl)). This is the colmination of you hiding and doing nothing for 5 rounds, and then hoping to hit in the 6th. Honestly, I don't have much issue with that, especially considering one in twenty times, this will still fail. If it works, that's a max of 67 damage, and a minimum of 56, so an average of just over 10 damage a round for the last 6 rounds, and boooooring. Impressive, but booooring. For purposes of this attack, what is a "weapon"? My feeling is that it could not include omega tech, even if it has weapon in it's description. More specifically, it would have to be an attack that adheres to the definition of an attack as outlined on page 75. I think this could include Salvaged Omega Tech which is basically just gear now, as long as the salvaged gear used the standard attack formula. I am not sure if I think unarmed attacks should be included in this or not... I would lean in the direction that they should because they are on the weapons table (page 74). Of note is the fact that the power is Melee 1, but it does not state it must be applied to a melee weapon. That being said, the 5 rounds you hide and Alien Engineer the heck out of your .45 Pistol, might be rather impressive in that 6th round. Just my thoughts... |
| #208narwhalFeb 03, 2012 15:44:09 | 6 Rounds of novice power from Android - 11.5 average (assuming all 6 attacks hit... this one is vs. reflex) 6 Rounds of novice power from Cockroach - 15 average (assuming all 6 attacks hit... this one is vs. fortitude) 6 Rounds of novice power from Electrokinetic - 11.5 average (assuming all 6 attacks hit... this one is vs. fortitude) 6 Rounds of novice power from Felinoid - 13 average (assuming all 12 attacks hit... this one is vs. reflex) 6 Rounds of novice power from Gravity Controller - 11.5 average (assuming all 6 attacks hit... this one is vs. fortitude) 6 Rounds of novice power from Hypercognitive with heavy two handed melee/ranged weapon - 14 average (assuming all 6 attacks hit... this one is vs. AC) 6 Rounds of novice power from Mind Breaker - 11.5 average (assuming all 6 attacks hit... this one is vs. will) 6 Rounds of novice power from Pyrokinetic - 15 average (assuming all 6 attacks hit... this one is vs. reflex) 6 Rounds of novice power from Radioactice - 11.5 average (assuming all 6 attacks hit... this one is vs. fortitude) 6 Rounds of novice power from Cryokinetic - 12.4 average (assuming all 6 attacks hit... vs. fortitude) What the heck, this is a touch attack, but there are no Touch rules that I found in GW?!?! 6 Rounds of novice power from Ectoplasmic - 15 average (assuming all 6 attacks hit... vs. reflex) also a touch attack 6 Rounds of novice power from Entropic - 19.1 average (assuming all 6 attacks hit... vs. fortitude) also a touch attack ... just some examples that would theoretically average more damage per round, with other factors to weigh their usefulness and such... |
| ilikesantaFeb 04, 2012 9:56:49 |
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| #210narwhalFeb 04, 2012 13:46:33 | Criticals Page 18 states "You can attack your enemies by using a power...". Based on this I made the natural conclusion that, if when attempting to hit a monster with one of my powers that if you roll a 20 that would be a critical hit, and thus, standard rules for critical would apply. Is that accurate? I also extrapulated that this would apply to "attacks" only. So if I use a power that is not an "attack", critical hits would not apply. |
| #211ilikesantaFeb 04, 2012 14:39:05 | Criticals Yes that is correct on all counts. |
| #212argussilvermaneApr 06, 2012 11:39:04 | I'm confused as to why the Engineered Human origin describes a trait of "+2 to all forms of overcharge". I was under the impression that the Engineered Human origin only occurs when you randomly generate two identical origins. In this case, Engineered Human becomes your secondary origin. As a result, Engineered Human can NEVER be you primary origin. If you only receive the overcharge bonus from your primary origin, why would Engineered Human show an overcharge bonus at all, based on the fact that it would never technically apply. Can someone please clarify this for me? |
| #213narwhalApr 06, 2012 12:20:37 | Others have voiced annoyance at this as well... The rules state only your primary origin get's the overcharge, so, you are right in thinking that the Engineered Human's overcharge bonus would never come into play since it will always be your secondary origin. How others are handling this:
Personally, I would opt for the 4th option. Based on the descriptive text on page 57, it would seem that to engineer a human, one must first start with HUMAN (they even mention "...that doesn't mean you can't have a second character origin" implying that this could be viewed as a primary origin), but it's totally up to you. I have made this choice knowing full well that it is not RAW (rules as writen), and would inform my players of this choice. Why did they include it? Well, perhaps you might make NPCs that only use one origin (theoretical "pure strains"), or might even use the origins as templates to apply to monsters, or they just didn't realize that they made something with such an awesome bonus, but no actual way to get it. To my knowledge, there has never been an "official" point of view on this, and there will likely never be. So, to answer your question... I assume they added it more for flavor and to give you an idea of how cool Engineered Humans are as primary origins, even though you will never be able to have it. |
| #214gammadogApr 22, 2012 18:38:43 | I am interested in designing a " Gamma World," campaign. I would like to incorporate spaceships or space travel vehicles. Outside of orbital stuff I can't seem to find any thing on space travel. Any ideas? |
| #215lyonstudioDec 01, 2012 18:59:13 | I have a question about Critical Hits. If you roll a natural 20 on your attack roll using a weapon (like a sword or a shotgun) does the Origin Critical apply? The way the rules are written, it sounds as if the Origin Critical would apply to any and all attacks by the character that results in a Critical Hit. Thanks in advance. |
| #216KJordanDec 03, 2012 20:54:32 | I am interested in designing a " Gamma World," campaign. I would like to incorporate spaceships or space travel vehicles. Outside of orbital stuff I can't seem to find any thing on space travel. Any ideas? Check out the father to Gamma World, Metamorphosis Alpha. Kerry |
| #217WulframmOct 06, 2014 10:08:40 | hey, i've been working on a gamma world 4th Edition campaign and i've noticed something that seemed strange to me. there are two skills stealth, and remain unseen. to me these skills seem redundant. i've read the book and what i'm getting is that stealth is when your moving and remain unseen is when you are not. though it seems weird to have a character with a high stealth score but a low remain unseen score due to low intelligence. am i missing something here? is there any reasoning to this? |
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| #220mvincentOct 15, 2014 16:55:10 |
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