| Post/Author/DateTime | Post |
|---|---|
| #1mtcoriasOct 13, 2011 23:01:41 | So in the instruction book on character creation it suggests you pick your armor (light, heavy, shield, etc) and what weapons (it suggests a melee and ranged). However, in the premade adventure some of the treasure you can find are things you could have taken (such as a gun or a piece of light armor). Is this purely for RP value (which is fine) or am I missing something with item selection cause why would you ever actually 'need' other armor? Otherwise a great game, thanks in advance for the reply. |
| #2spellbinder5150Oct 14, 2011 8:45:38 | It is kind of for roleplay value and if no one in the party decides to switch the type or weapon or armor he/she is using (for example going from a light 1H melee weapon to a heavy 1H weapon) then you can barter these items in towns for other items you may want/need. |
| #3mtcoriasOct 14, 2011 10:33:01 | Gottcha, that is what I figured but wanted to make sure I didn't make some mistake letting them take armor/weapons at the beginning. Thanks |
| #4ChaoticGoodOct 15, 2011 23:22:58 | On a related note, as a GM, you don't have to be constrained by the weapon stats in the book if your players have ideas that don't quite match the stats. Something I do when running Gamma World is ask players "what are you using as a weapon?" They then describe what they want to use, and I use the weapon stats in the book as a guideline, doing my best to match up their idea with the weapon statistics and the character's primary stat. Most of the time, they end up with straight-from-the-book weapon. No matter how you describe it, a stop sign is a two-handed heavy melee weapon, ninja throwing stars are one-handed light ranged weapons, and a Desert Eagle is a light two-handed gun. But creative players might get small bonuses. For example: + I have a player who wanted a flamethrower, so her character's weapon is a two-handed gun (using gasoline as ammo) that deals fire damage. + Another player's character was a Seismic Speedster, a humanoid creature made of quicksand. He envisioned a machine gun that would spray gravel drawn directly from his essence. Whenever he wanted to go "full-auto" with this gun, he would take damage equal to his level before each additional attack with the "sandblaster"; in exchange, he could use this gun even when he was out of ammo. + Another player didn't want a weapon at all, but envisioned her Photonic Mindbreaker using eye-beams like Cyclops from the X-Men. Her weapon stats are as a two-handed light ranged weapon (she must touch her temples simultaneously to focus her ki power) which deals laser damage. Other ideas: + A sniper rifle might be a heavy two-handed gun that allows the character to spend a Move action (in addition to the normal Standard action) when making a Ranged Basic Attack to gain the High Crit property (from D&D) for that attack. + A chainsaw might be a heavy two-handed melee weapon that gains the Brutal 1 property (from D&D) as long as you have ammo (gasoline). (It can still be swung as a blunt object when the character is out of ammo.) + Hurled molotov cocktails might count as light one-handed ranged weapons that deal fire damage and ongoing 2 fire damage (save ends). Hurled stink bombs and spent uranium rods might work the same way, dealing poison and radiation damage respectively. These are just a few ideas for customizing the weapon stats. It's important to remember, though, that "custom" weapons like these should be based on what the players come up with at the table - presenting them as standard options would take all the fun out of it! |