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3 years ago ::
Oct 11, 2010 - 7:39AM
#1
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Date Joined:
Jun 18, 2007
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So after reading the rulebook I had one major question and that is, characters can only go to lvl 10? Will the exansions expand upon this? Does anyone know?
Thanks
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3 years ago ::
Oct 11, 2010 - 8:14AM
#2
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Date Joined:
Aug 28, 2009
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According to the designers, who spoke at GenCon on this issue, Gamma World 4E is designed as a faster play experience and something you do for a little while before going back to your regular D&D game.
Not only is the level capped at 10, but if you look at the XP chart you will see that each level has greatly reduced XP requirements. If you play the adventure in the back of the rules, you will be 3rd level after only 8 encounters!
There's no sign that levels beyond 10 will be added, though you are not the first player to ask for it.
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 ::
Oct 11, 2010 - 8:30AM
#3
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Date Joined:
Jun 18, 2007
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Interesting
thanks for the info
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3 years ago ::
Oct 11, 2010 - 8:38AM
#4
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But it would be very easy to add more levels if you are fine with taking some powers from DnD4e.
I do like the simple characters with fewer powers and always changing AMs or OTs, so you do run the risk of adding to much.
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3 years ago ::
Oct 11, 2010 - 8:46AM
#5
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Date Joined:
Jun 18, 2007
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It shouldnt be to hard to follow the setup they are using, maybe even do power swaps for the next tier of play so they stick with the same amount of powers but just more powerful in scope.
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3 years ago ::
Oct 11, 2010 - 8:48AM
#6
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Agreed.
Power swaps would be best to keep the number of powers in check. Also the Psionic At-Wills would be fantastic starting points for higher level powers.
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3 years ago ::
Oct 11, 2010 - 8:52AM
#7
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Date Joined:
Jun 18, 2007
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Well, I will leave it up to my group if they make it to lvl 10 and go from there. If they decide to push further then I will take some time and work on it but for now Im not gonna worry to much over it.
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3 years ago ::
Oct 11, 2010 - 9:20AM
#8
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Date Joined:
Aug 28, 2009
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What you might do is follow the lead of Dark Sun's themes. All the powers for these themes have three versions, which each version doing a bit more damage or having a better effect or whatever. As you go up in level, you can swap out the low level version of the power for the higher version.
Another thought about levels 11+: Levels 11-20 are called the "Paragon tier" and the heroes are supposed to be saving the world, or the nation, instead of just their town or city. Gamma World Paragons would be involved in major reconstruction, rebuilding, or forging a new nation which can bring Gamma Terra out of darkness (or plunge it back in forever, depending on your Path I suppose). Founding an Animal Nation, creating a global cure for radiation and mutation, refounding the US, these would all be great Paragon campaigns. Paragon is also the place for time travel: perhaps the heroes can go back and prevent the Big Mistake?
Beyond, into Epic, it gets hard to speculate and even more gonzo. I think I might go extradimensional on this, send the players across dimensions to the world of the Xi or Ishtar or the Gray. I'm not certain what your goals would be, or what kind of Epic Destiny you would have.
I guess to me Paragon seems very doable, but I come up empty on Epic Gamma World.
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 ::
Oct 11, 2010 - 11:42AM
#9
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Date Joined:
Sep 26, 2001
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Going back in time and preventing the Big Mistake /would/ be a capstone Epic adventure. Saving worlds is an Epic thing.  Though, travelling among some of the alternate realities that collapse or bleed into Gamma Terra might be a cool Pargon thing that'd lead into that. Of course, GW doesn't have to follow the D&D tiers. One thing that occurred to me is that Origins are very much like races, just very potent races. After 10th, you could have characters start on a class. Since there's no magic, the only classes you could scavenge from D&D are the Martial and Psionic ones. You'd have to adjust the classes (or elements of the game liek weapons) a little. You could also make up your own classes. A simpler option that would get you to 12th would be to let the players take the each of the other UberFeatures. Similarly, in 1e Gamma World, there were levels, but no classes. You just got to roll on a chart to get a bonus when you leveled. Working up something like that couldn't be too hard. Or, you could just make up 8 more UberFeatures for the players to choose from.
Love 4e? Concerned about its future? Join the Old Guard of 4e"You want The Tooth? You can't handle The Tooth!" - Dahlver-Nar. "If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
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3 years ago ::
Oct 11, 2010 - 2:47PM
#10
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Date Joined:
Aug 28, 2009
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If you're going to add Classes from 4E, you may as well go the Full Thundarr and add magic.
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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