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3 years ago  ::  Oct 29, 2010 - 1:22AM #1
hcotterson
Date Joined: Sep 16, 2006
Posts: 28
So the book only has 3 TOTAL traps/hazards. If I were to run this to 10th level, would that be enough? There aren't even rules for creating your own traps/hazards, and even though I think I could extrapolate it with enough work (mm, maybe), I don't want to do that work. So the question stands to you veteran 4e players/people who've played or ran Gamma World: Are the 3 the book provides enough? And if not, what can I do?

Keep in mind, I'd run this as basically a tactical combat game with minimal in-between RP BS, so Traps/Hazards would only show up in combat or occasionally in-between a combat.

Thanks!
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3 years ago  ::  Oct 29, 2010 - 1:41AM #2
FrozenWastes
Date Joined: Feb 23, 2009
Posts: 870
Go get the latest compiled errata/updates for D&D and check out the damage tables in there.  That'll be a good guideline for how much damage a trap/hazard of a given level should do.

The three are interesting, but how many times are they going to show up before your players are bored of them.  The Plasma tunnel is well out of the scope of low level wastelanders.  They'll just die from that.

 The DDI compendium has 162 traps from level 1 to 10.  You'd need a DDI account to use the compendium, but they are there.  I suppose it's a judgement call whether or not it's worth spending a month's subscription fee to copy/paste/print all of them from the compendium.  While you're at it, you could also update the monster builder and download all the back issues of Dungeon & Dragon.  D&D monsters are fully compatible with gamma world from a rules standpoint.

EDIT:  You'll need to convert some of the skill rolls involved with the traps and hazards.  For example, the razor spores require a DC 15 Arcana check to recognize them for what they are.  In Gamma World that'd be Science? 
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3 years ago  ::  Oct 29, 2010 - 10:15AM #3
ExcalibursZone
Date Joined: Jun 16, 2008
Posts: 378
EDIT:  You'll need to convert some of the skill rolls involved with the  traps and hazards.  For example, the razor spores require a DC 15 Arcana  check to recognize them for what they are.  In Gamma World that'd be  Science?

I would have to rule either Nature (for recognizing carnivorous plants) or Science would work. Since razor spores (I don't know what they are) sound like they've come from some plant.
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3 years ago  ::  Oct 29, 2010 - 10:36AM #4
raleel
Date Joined: Aug 19, 2007
Posts: 845
yea, pretty easy to alter stuff... oh look, a necrotic skull trap? now it's a unstable decaying radioactive goo. same stats, will be just fine.
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3 years ago  ::  Oct 29, 2010 - 1:25PM #5
Chandrak
  • Stampeding Hybrid
Date Joined: Aug 14, 2005
Posts: 862
Skill Conversions for traps are typically pretty straightforward.

1. Thievery -> Mechanics

2. Arcana / Religion -> Depends on context, but usually Conspiracy or Science.
  If it requires knowledge of magic, then Conspiracy.
  If it requires use of magic, player may use Conspiracy if they have a magical origin*, otherwise Science may occassionally be able to neutralize something.
  If its plant/creature based, then Nature.
  If its Undead or Planar, probably Science, maybe Conspiracy.
  If its Alchemical its definitely Science.
  If its been reflavored to radiation/laser, then Science.

3. Dungeoneering -> Nature or Science, depending on context.

4. Reflavored Traps - Some traps are easilly reflavored. Necrotic -> Radiation, Radiant -> Laser, and so on. Such cases typically change a trap to Mechanical or Science checks, depending on whether its a simple mechanical delivery system, or a more complext electronics thing.

*Magical Origins are found in the Gamma World Community Origins.
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3 years ago  ::  Oct 29, 2010 - 2:20PM #6
Palmerkun
Date Joined: Aug 31, 2010
Posts: 705

Oct 29, 2010 -- 1:25PM, Chandrak wrote:

4. Reflavored Traps - Some traps are easilly reflavored. Necrotic -> Radiation



Be aware that necrotic damage is already in Gamma World as is, and at least 4 cards in the box set use the necrotic keyword.

AlexandraErin: If last season was any indication, I think Encounters is pretty much the elemental opposite of "organized" play!
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3 years ago  ::  Oct 29, 2010 - 2:43PM #7
ExcalibursZone
Date Joined: Jun 16, 2008
Posts: 378
Here is my interpretation of D&D skills to Gamma World skills:

D&D -> Gamma World
Acrobatics -> Acrobatics
Arcana -> Consipracy / Science / Perception*
Athletics -> Athletics
Bluff -> Interaction
Diplomacy -> Interaction
Dungeoneering -> Conspiracy / Mechanics / Nature**
Endurance -> Athletics
Heal -> Science
History -> Conspiracy
Insight -> Insight
Intimidate -> Interaction
Nature -> Nature
Perception -> Perception
Religion -> Conspiracy
Stealth -> Stealth
Streetwise -> Interaction
Thievery -> Acrobatics / Mechanics / Science***

*: Arcana is more than knowledge of magic, it also includes alchemical ingredients, potions, determining how magic items/artifacts work, and monster knowledge (Construct, Elemental, Fey, and Shadow). It also allows for magic detection if the character is trained in the skill.

To simulate this skill best, use Conspiracy for anything that requires knowledge of circles, markings, language, and the properties of specific critters. Use Science for any type of magical substance or item. Use Perception for detecting magical effects.

**: Dungeoneering is used for identifying aberrant creatures, foraging, and circumstances dealing with undergound adventure. Use Conspiracy for anything dealing with critter identification. Mechanics for determining whether a wall will collapse or other structural issues. Use Nature for foraging for food and water.

***: Thievery is a skill that I think should be integral to Gamma World. But since it isn't, I'd suggest you use Acrobatics. Page 61 of the GW rule book provides an awesome crossover: Use acrobatics for anything that requires feats of agility where nimbleness is needed (paraphrased). I was considering Stealth for Theivery, but Acrobatics fits perfectly especially since Pick Pockets and Sleight of Hand fit this description. For Disabling Traps and Opening Locks use either Mechanics or Science depedning upon the type of trap or lock in question. Computerized traps and locks use Science, physical traps and locks require Mechanics.

Basically, Gamma World has consolidated a lot of stuff and made things more generic which makes things both easier and more difficult. With the above list, I hope I've given an easier way to port over skill DCs to Gamma World from D&D modules, monsters, traps, etc.

Another option is to re-expand the skill list and bring over any skills that are missing that don't necessarily fall into the Gamma World skills definitions. This may represent all of the different worldlines and the possible skills available to your other selves.

New Gamma World skill list:
Roll 2d6 + 1d8 (instead of 1d10):
3  - Acrobatics
4  - Arcana
5  - Athletics
6  - Conspiracy
7  - Dungeoneering
8  - Endurance
9  - Heal
10 - Insight
11 - Interaction
12 - Mechanics
13 - Nature
14 - Perception
15 - Religion
16 - Science
17 - Streetwise
18 - Stealth
19 - Thievery
20 - reroll
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3 years ago  ::  Oct 29, 2010 - 3:26PM #8
FrozenWastes
Date Joined: Feb 23, 2009
Posts: 870
For skills it's just a matter of reskinning it and then picking what is appropriate for the new idea.  For the razor spore example, they are magical metal spores that make rocks explode.  They're explicitly magical in D&D.  So if you want to make them a radioactive pressure thing, then science.  If you want them to be a carnivorous plant that explodes rock like pseudopods in order to kill things so it decomposes as fertilizer, it should be nature.

To port a trap or hazard over to Gamma World I'd do the following:

- Read it to determine the general theme and effect
- Decide what needs to change (if anything) for it to be GW appropriate. 
- Figure out which skills and damage types (if any) need to change.
- Make a note of the change for the future to keep conversions consistent in your campaign

Example:  Doom Spore 

it's a level 3 elite obstacle.  It's basically a giant mushroom that fills one square and when it's disturbed, it releases spores to the surrounding squares.  No Perception check is needed to notice the big mushroom, but to identify it as a doom spore mushroom is a DC 22 Dungeoneering check.

Fortunately, the spores only work on bloodied creatures.  Unfortunately the cloud of spores sticks around for the whole encounter.  The spores do a bunch of poison damage and ongoing poison damage.

You can successfully move through the squares the doom spore mushrooms occupy with a DC 27 Dungeoneering check. 

So what needs to change?

Very little.  A mushroom that spews out spores when it's disturbed or attacked is totally appropriate to Gamma Terra.  The poison damage is fine.  The only thing that doesn't work is Dungeoneering.

The description of Nature in the Gamma World rulebook says that it's the skill used to cope with the natural hazards of the world and explicitly lists carnivorous plants as an example.  So Nature it is.

Done.  You know have a Gamma World appropriate hazard.

Example 2 - Gibbet Zombies

Imagine a giant metal tree.  Hanging from it like fruit are cages containing corpses of various states of decomposition.  When something gets close the reach out to grab the unfortunate target.

In terms of game effect, if you enter the square next to one of the gibbets, you get grabbed if the attack roll hits.  You have to escape the grab normally by rolling an athletics or acrobatics check of DC 10.

If a gibbet takes 10 points of damage, the zombie inside is destroyed and doesn't grab anyone anymore.

So, for Gamma World, this could be anything.  A carnivorous plant with vines that grab.  Telekentic anchors that keep those who get too close restrained.  Hypnonodes that capture one's attention if you get too close.

But the real issue here is the lack of grappling rules in Gamma World.  Every effect that grabs either restrains or immobilizes instead.

So if you go for restrained or immobilization, what ends the effect?  You could make it (save ends).  You could explicitly say that the person is restrained/immobilized until they spend a move action and make an athletics or acrobatics roll of DC10 to shift one square.  That would probably keep the original intent of the gibbet zombies intact.  And immobilized is probably better than restrained because grabbing doesn't impose the additional effects associated with being restrained.

So let's say they are Dark type alien tractor field pods originally designed for urban pacification.  How they got deployed where they are is anyone's guess.    If you enter a square adjacent, they try to put up their force fields to keep you in place.

I'd add a Science roll to recognize them for what they are.  For counter measures, I'd probably also keep the 10 damage to disable them but change it over to gamma world style where a single blow needs to do 10 or more damage.  A target that is hit by their attack against fortitude is immobilized.  And I'd add in the escape is accomplished by spending a move action and making a DC 10 athletics or acrobatics check to shift a square way. 

Kind of a wussy hazard on it's own, but combined with a monster that has an additional effect on immobilized targets and things could get nasty.  If an array of these appeared, I'm sure it might attract a critter that figures out it's an ideal hunting ground.  Soul Besh could go right to injecting their venom, for example. 
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3 years ago  ::  Oct 29, 2010 - 5:03PM #9
FlashbackJon
Date Joined: Jul 5, 2006
Posts: 2,145

Oct 29, 2010 -- 2:43PM, ExcalibursZone wrote:

New Gamma World skill list:
Roll 2d6 + 1d8 (instead of 1d10):



Note that this would result in many players with Interaction and Mechanics, and very, very few with Stealth, Thievery, Acrobatics, and Arcana.  This may or may not be what you want.

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3 years ago  ::  Oct 29, 2010 - 5:07PM #10
Chandrak
  • Stampeding Hybrid
Date Joined: Aug 14, 2005
Posts: 862

Oct 29, 2010 -- 5:03PM, FlashbackJon wrote:

Oct 29, 2010 -- 2:43PM, ExcalibursZone wrote:

New Gamma World skill list:
Roll 2d6 + 1d8 (instead of 1d10):



Note that this would result in many players with Interaction and Mechanics, and very, very few with Stealth, Thievery, Acrobatics, and Arcana.  This may or may not be what you want.




Yeah, its better not to use mutiple dice unless you actually want a higher occurence for certain things. IMO, just roll a d20 and ignore 18-20. Or maybe add in "1 - Nothing, 18 - Pick One, 19 - Roll Twice, 20 - DM's choice" or something like that.

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