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.
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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.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...
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).
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.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... 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).
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.
I would say any attack the PC rolled a 20 on.
1) When the party finds ammo, how many units do they find?
2) Would you allow a player who got ammo to give their ammo to another player who has used up his/her 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?
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.
5) How does the ancient junk reward system work in practice?
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
When a character dies, what level is their replacement character?
What about the dead character’s gear? Omega tech? Ammo? Is it still there? Does the new character get all of it?
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
I don’t want to let them hang on to my cards from week to week
How well does converting monsters from the D&D MM work?
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?
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.
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?
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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,
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
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.By the same token, I wonder about the reason behind penalizing the Hawkoid's attacks, when no other flying creature takes an attack penalty for in-flight combat. I'm probably going to remove that penalty, as it is pretty much the main focus of that origin.It just seems odd that of the three origins that grant special movement, each seems to be built on different mechanics. I guess I'd rather have something as basic as movement remain consistent throughout the game, and leave the weird stuff to powers and strange traits.Also, anyone find it odd that the Simian origin doesn't get to climb? I'm passing it off as them being a classic "Planet of the Apes" origin, but it still seems a little strange that nobody thought of that one. I guess the Athletics skill boost makes up for it without adding in an extra trait that isn't that necessary in the grand scheme of things.
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?
If you are large you occupy a 2x2 space so brickbat would be 12 with the increased frontage.