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3 years ago ::
Oct 14, 2010 - 7:32AM
#1
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Date Joined:
Jun 15, 2008
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When our group first played GW, the always shifting powers and resulting randomness was quite fun. Now it is getting old and annoying playing RAW. Since no one in our group( or any one that i know at our club really.) plans on having player decks, does any one have an idea on how to make Alpha powers a bit more stable. An easy fix would to use the same system that they use for omega tech to se if it goes away. Any other thoughts.
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3 years ago ::
Oct 14, 2010 - 8:02AM
#2
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Date Joined:
Mar 14, 2008
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I've been tossing around the idea of ONLY changing powers when you roll a natural 1. I haven't played yet so I'm not sure what side of the fence I'm on yet in regards to the Alpha powers.
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3 years ago ::
Oct 14, 2010 - 8:28AM
#3
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Date Joined:
Aug 28, 2009
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Use the complete card list posted in this forum to allow players to create decks without buying any cards. My suggestion is a 4:2:1 spread, with 4 common, 2 uncommon, and 1 rare as a minimum required. There can still be no more than 2 cards of the same name in a deck. You can have more than 7 cards, but you can't add another rare unless you have 2 uncommons to "balance" it, and you can't add another uncommon unless you add two more commons to "balance" that.
So decks of 7-13 cards would always have 1 rare. Decks of 14-21 cards could have 2.
Let players make up their own decks, print off cards, and they will have as few as 4 powers in each deck (2 commons of power 1, 2 commons of power 2, 2 uncommons of power 3, and 1 rare of power 4). When they go up in level, they can rebuild their decks.
When I went through the "Atom" and "Rad" cards, there were many common themes that could be developed. Fire, Electricity and Radiation all have 4+ powers, especially if you house rule Hands of Power to always fire the same energy type, depending on player choice (always electricity, always radiation). There are enough psychic cards that you can create three sub-groups, one for Telepathy (including domination powers), one for Psychic (object reading, seeing the future) and one for Empathy (fear, confusion). There are several gravity-related powers including levitation, and enough Space/Time manipulation powers that you could build a theme deck there as well.
Building player decks with home-printed cards would also allow players with specific origins to get the powers which fit those origins; your cockroach can put Carapace in his deck, the Hawkoid can get Sonic Screech, and so on.
Some players already have ready-to-print cards, so you don't have to do anything besides send the pdfs to your players and hit print.
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 14, 2010 - 9:55AM
#4
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Date Joined:
Aug 18, 2007
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Given the number of encounters in an average session (4-6 depending on how many hours you play), a deck of 7 cards is just right for a player deck. Properly selected Alpha powers can maintain the character theme even as powers shift.
You can also house rule, this isn't an RPGA game after all, that players can pick their Alpha powers, that they only change on a 1, that they only change when they encounter an alpha flux. Do whatever is fun for your group.
My group likes the randomness and is building their own decks. The players are treating it like a gonzo, post-apocalyptic, superhero game.
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3 years ago ::
Oct 14, 2010 - 10:36AM
#5
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Date Joined:
Dec 13, 2008
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A way to fix the randomness would be to have the players just "keep" the alpha mutations that they first draw... For example, if during the first game session they draw Wings then they have that power permanently... If they really dislike their power, then create a quest that will allow them the opportunity to re-draw their power card... But the key would be to make the deck fit the character type (a character that is psychic should have a higher chance of getting psychic powers).
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3 years ago ::
Oct 14, 2010 - 11:37AM
#6
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Could the cards just be left out? The PCs are have enough power without them, don't they?
GAMMA WORLD Wuv D&D: Beyond the RPG - Transcript This is a complete transcript. http://community.wizards.com/go/thread/view/75882/22329697?sdb=1&pg=last#390668593
The audio file is in this News Archive http://www.wizards.com/DnD/Article.aspx?x=dnd/4news/DNDXP
2010 D&D Product Overview (47 minutes into the Audio) http://community.wizards.com/go/thread/view/75882/22329697?sdb=1&pg=last#390928045
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3 years ago ::
Oct 14, 2010 - 12:10PM
#7
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Date Joined:
Sep 17, 2008
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Yeah, seems too low attention span and contrived to change mutations so much. Here's what I do: I'm making a random table with all 100 mutations. They roll at character creation. They get that mutation and can ready it again (never discarding it). They can use a power once per the rules. At the second and third alpha flux levels instead of an additional flux they can choose: Use one Alpha mutation power an additional time per encounter (must pick power now) add 2 to one power's overcharge (must pick power now) add 2 to Omega reuse rolls add 2 to a skill add 2 to an attribute They can pick the same thing twice, such as +4 overcharge--they are getting better at their power. I'm also using an Omega d100 table, but using RAW. I'm just taking flux and cards out of the game. If a hazard or creature causes flux, I'll just change the effect a little. I'm thinking of a forced overcharge (no choice) if they use a mutation in a flux zone--random, but still based on the essential character. Very occasionally they might get an additional mutation depending on campaign events.
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3 years ago ::
Oct 14, 2010 - 2:16PM
#8
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Could the cards just be left out? The PCs are have enough power without them, don't they?
They are... capable, but they're simply not going to have as many options. They don't have nearly as many powers as an equivalent level D&D character. They are, essentially, the "encounter power deficit" of GW as compared to D&D, as well as filling in some of the gaps left by the lack of feats and such.
Making cards more permanent to different degrees is an interesting and fairly simple houserule, I think, for appeasing the more old-school-minded players/GMs.
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3 years ago ::
Oct 14, 2010 - 2:30PM
#9
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Date Joined:
Nov 13, 2006
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Even before the complete booster list was put together, I was going to let my players build their mutation decks from the DM deck. I think that the player decks allow for plenty of wackiness while still allowing for some player control.
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3 years ago ::
Oct 14, 2010 - 4:34PM
#10
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I've been tossing around the idea of ONLY changing powers when you roll a natural 1. I haven't played yet so I'm not sure what side of the fence I'm on yet in regards to the Alpha powers.
Ditto. I'm doing the same, and they simply pull from the GM deck. When they have multiple mutations they will roll to see which one gets changed.
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