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3 years ago ::
Nov 03, 2010 - 10:12PM
#31
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Really digging this stuff. Will probably use it myself and / or browbeat the other guy who plans to run into it.  Some clarification requests regarding these rules: * When 2nd Wind is used to negate a wound, does it still provide its normal benefits (healing/etc) as well? * Do Salvaged Omegas go back to the GM deck, leaving behind their salvage stats on your sheet? * So with the Omega Reward being Discovery or Recharge?, is that just the "normal" random roll (1-9 Discovery, 10-20 Recharge), GM decision, or some other determination method? * Are the Theme Utility powers in an upcoming amendment or another file?
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3 years ago ::
Nov 03, 2010 - 11:22PM
#32
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Date Joined:
Jun 16, 2008
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Really digging this stuff. Will probably use it myself and / or browbeat the other guy who plans to run into it. Some clarification requests regarding these rules: * When 2nd Wind is used to negate a wound, does it still provide its normal benefits (healing/etc) as well? * Do Salvaged Omegas go back to the GM deck, leaving behind their salvage stats on your sheet? * So with the Omega Reward being Discovery or Recharge?, is that just the "normal" random roll (1-9 Discovery, 10-20 Recharge), GM decision, or some other determination method? * Are the Theme Utility powers in an upcoming amendment or another file?
I think DoctorComics will be OK with these answers (he can browbeat me into pudding for the assumption if I'm wrong or if he doesn't like people jumping in...heh)
1: Yes, full Second Wind should take effect. It gains the ability to remove a wound in addition to normal rules.
2: I would say, based on some of the stuff I've read, that the card would go into the player's custom Omega Tech deck. If I'm wrong, then it'd go into the GM deck discard pile. But I thought the intention was to let the player build his Omega Tech deck from what he finds.
3: Dunno about this one.
4: I think Dr.C. is still working on the Utility powers (as he mentions in his blog post) but the basics are there. More than likely, I think he's going to port similar effects from Skill Powers in other material (I forget where I saw them).
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3 years ago ::
Nov 04, 2010 - 2:01AM
#33
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2. ... But I thought the intention was to let the player build his Omega Tech deck from what he finds.
4: I think Dr.C. is still working on the Utility powers (as he mentions in his blog post) but the basics are there. More than likely, I think he's going to port similar effects from Skill Powers in other material (I forget where I saw them).
2. Yes that's more or less my understanding. Just trying to clarify exception noted in "When an Omega Tech item loses its charge and you choose not to salvage it". As I follow it we have four basic situations (ignoring equipment trades): ~ Discovery reward moves random card from GM Deck to Readied Pool. ~ Recharge reward moves random card from Player Deck to Readied Pool. ~ Discharged item that is not Salvaged goes from Readied Pool to Player Deck. ~ Discharged item that is Salvaged ?
4. I totally missed the earlier blog post. Random blindness. Skill Powers were PHB3 I believe.
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3 years ago ::
Nov 04, 2010 - 6:19AM
#34
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Date Joined:
Jun 16, 2008
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2. ... But I thought the intention was to let the player build his Omega Tech deck from what he finds.
4: I think Dr.C. is still working on the Utility powers (as he mentions in his blog post) but the basics are there. More than likely, I think he's going to port similar effects from Skill Powers in other material (I forget where I saw them).
2. Yes that's more or less my understanding. Just trying to clarify exception noted in "When an Omega Tech item loses its charge and you choose not to salvage it". As I follow it we have four basic situations (ignoring equipment trades): ~ Discovery reward moves random card from GM Deck to Readied Pool. ~ Recharge reward moves random card from Player Deck to Readied Pool. ~ Discharged item that is not Salvaged goes from Readied Pool to Player Deck. ~ Discharged item that is Salvaged ?
4. I totally missed the earlier blog post. Random blindness. Skill Powers were PHB3 I believe.
Ah, for #2 I think you can do one of two things: Write down the new item information on your character sheet (or other recording medium) and return the card to the player's deck OR return it to the GM's deck. I think it's up to the GM. I would say the player's deck simply because the player may be looking for items he knows about and that particular card may be one of them (the reason behind the player-based O.T. deck IMO-They know how that particular O.T. works and what it looks like so they're more likely to pick it up if they find another).
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3 years ago ::
Nov 04, 2010 - 7:26AM
#35
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Date Joined:
Aug 28, 2009
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Really digging this stuff. Will probably use it myself and / or browbeat the other guy who plans to run into it. Some clarification requests regarding these rules: * When 2nd Wind is used to negate a wound, does it still provide its normal benefits (healing/etc) as well? * Do Salvaged Omegas go back to the GM deck, leaving behind their salvage stats on your sheet? * So with the Omega Reward being Discovery or Recharge?, is that just the "normal" random roll (1-9 Discovery, 10-20 Recharge), GM decision, or some other determination method? * Are the Theme Utility powers in an upcoming amendment or another file?
Thanks for your encouragement!
1. Yes. 2. Back into the GM's deck. 3. The GM just decides what to give out. 4. I've not made them yet.
Exposition: I think your Omega Tech deck would just be for cards whose powers you are using. If you have salvaged the thing, and it is now just fancy equipment, you don't need the card any more. So it should go back to whoever it belongs to. As for "discovery" vs "recharge" I just invented these terms as a way to both introduce new Omega Tech when I wanted to, and also give out treasure without introducing new tech. Recharge is a way for me to let you, the player, bring one of your own Tech back into the game without getting a new magic item. I figured I would give out Discoveries at first, till people had a few items, and then mostly Recharges with maybe one new item every adventure or so. Theme Utility powers are something I am looking forward to doing, as I think they will really flesh out PC options out of combat, but because there are 22+ of them, I haven't gotten started yet.
But I would love some ideas, if you have any.
Cheers
The Doctor Comics Blog: doctorcomics.blogspot.com On Twitter @doctorcomics GW Card List: http://community.wizards.com/go/thread/view/75882/26023881/Card_List
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3 years ago ::
Nov 05, 2010 - 1:42PM
#36
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Date Joined:
Aug 28, 2009
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So my latest effort to add more non-combat potential to Gamma World involves the addition of Themes (Drifter, Survivalist, Teacher, etc.) and utility powers for all of them. If you would like to help, the Theme Powers document is open to editing by anyone in the whole wide world. Put your notes, thoughts, comments or questions, and add your name so we know who you are. My Gamma World folder on Google docs The Theme Powers fileAll this is in my blog.
The Doctor Comics Blog: doctorcomics.blogspot.com On Twitter @doctorcomics GW Card List: http://community.wizards.com/go/thread/view/75882/26023881/Card_List
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3 years ago ::
Nov 11, 2010 - 6:57AM
#37
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Date Joined:
Aug 28, 2009
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For those of you who have not yet read James Ward's comments on Gamma World, check it out here. My favorite part: Wizards: Gamma World’s wackier tone also set it apart from D&D—with its mutant chickens, rabbits, and the yexil which loved to eat clothes (to name just a few things). What led to designing Gamma World with a more humorous approach, as opposed to straight/hard sci-fi? Was there any resistance from taking this direction? JMW: Sigh, I'm very glad you asked this question. The idea to make Gamma World wackier was not mine. It came from several designers from the TSR staff. On the other hand, I never considered a 9-foot tall humanoid rabbit that could turn all metal into rubber—wacky. This might be an area where I have blinders. I went along with the wacky material because I had lots of other things to do in those days. In hindsight, I should have used some editorial brakes on some of that material. I could not agree more.
The Doctor Comics Blog: doctorcomics.blogspot.com On Twitter @doctorcomics GW Card List: http://community.wizards.com/go/thread/view/75882/26023881/Card_List
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3 years ago ::
Nov 11, 2010 - 10:59AM
#38
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I never considered a 9-foot tall humanoid rabbit that could turn all metal into rubber—wacky. I was actually chatting with my wife last night about this in the current edition of the game: There is a point in the manual where it says essentially "Show the picture of the monster to the players. Wait for the laughter to die down." I don't find any of the monster images particularly funny... The Orlen comes close, and the Sleeth with the glasses, but certainly nothing that would make anyone I know do anything more then smirk briefly. A lot of the tone in the new GW comes off as "Look at this. This is sooooo funny. And hardcore. We authors must be such cool guys to come up with all this funny and hardcore stuff. Word." Like one of those old guys trying to seem relevant to kids during anti-drug speaches. It is a solid product but it just comes off as trying to hard sometimes...
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3 years ago ::
Nov 13, 2010 - 5:14PM
#39
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I first played GAMMA WORLD somewhere around 1980 and using 1E. We played a serious game and it surprised me a lot when I first heard folks saying how "gonzo" GW is as a game. I'm not totally familiar with the new version's game mechanics yet (read it, haven't played it enough) but I think that the keys for a serious game are attitude, attrition, and stability.
(1) If the GM has a serious attitude and projects this to the players, the campaign tends to settle down and stay serious. Of course, this means that the GM may want to tone down some of the bizarre mutations, at least at first and until the tone of the campaign is established.
(2) If players have too much of anything, the game tends to become more silly. If they are having to count bullets, watch wounds carefully, ration gasoline, and so forth, the game tends to take on a more serious tone. No advantage in just shooting everything up if you know you'll be out of ammo shortly.
(3) Stability to me is a reduction in randomness. Allow some flexibility and choice in character creation. Get rid of the notion that mutations can change instantly and replace it with the idea that the character as designed will remain the same for a long time to come.
None of this is really ground-breaking, but I had to toss in my two cents.
Marv (Finarvyn)Master of Mutants (MA and GW) Playtesting D&D Next and liking it! OD&D player since 1975
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