Newbie Questions on Weapons/Armor

Post/Author/DateTimePost
#1

mtcorias

Oct 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.
#2

spellbinder5150

Oct 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.
#3

mtcorias

Oct 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
#4

ChaoticGood

Oct 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!