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Switch to Forum Live View Feats in Gamma World
3 years ago  ::  Nov 09, 2010 - 11:34PM #1
Caz_Granberg
Date Joined: Jun 21, 2008
Posts: 85
I think I'd like to see feats implemented in Gamma World, but I'd want to be careful with the ones that do get added. With the increase in effectiveness per level, a lot of the basic feats just wouldn't be effective. 

Toughness is one I'd love to see added and changed so that it provides about 2 hit points per level instead of 5 and 10. The chance to make a hero more capable of handling damage appeals to me.

The feats that add +1 or +2 damage based on race sound like a good idea in theory. I think they'll need some more testing to be safely implemented.

I'll come back in a bit once I page through the players handbook again.   
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3 years ago  ::  Nov 10, 2010 - 1:31AM #2
Palmerkun
Date Joined: Aug 31, 2010
Posts: 705
It's a bad idea without reworking the WHOLE system.

Everything has been balanced and designed WITHOUT feats. Adding feats is doing nothing but ramping up the power level of the game... for no reason.

Here's the biggie: Adding your level to everything.
This has two parts.
1 is adding level instead of half level... this accounts for missing things like magic weapon/armor plusses and feats like Expertise... as well as stat increases. All of those other bonuses in D&D are built right in to the Add level thing.
Think about it. At level 10, you add +10.
or in D&D, you add +5, then +3 for magic, +1 expertise and +1 because you got to increase your main stat twice... equals +10.

The other part is that you add your level to DAMAGE. Or for some powers, you add TWICE your level. This means your basic damage output is higher than normal, sometimes a lot. There are also a lot of Alpha and Omegas that do a LOT of damage, like the 7d8 fusion rifle.

Feats for GW would be overkill
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  ::  Nov 10, 2010 - 10:13AM #3
Oraibi
Date Joined: Apr 17, 2008
Posts: 438
Feats also make things kind of boring. Too many fiddly bits makes for a slower, more complex, and more dull game.

If you really must have feats, though, keep them simple and generic and not overly powerful, and make them random, and have them cost the player one of their skill bonuses.
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You can usually find my posts at the Gamma World forum.
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3 years ago  ::  Nov 10, 2010 - 10:20PM #4
Caz_Granberg
Date Joined: Jun 21, 2008
Posts: 85
I was looking at maybe three feats to a character, and a lot of them would be providing a straightforward bonus, like a faster Speed or an increased Save.

And the list would be a pared down set of only the Players Handbook. 

Like I said, this is only in process and I'll make a more substantive post when I can.  
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3 years ago  ::  Nov 10, 2010 - 11:44PM #5
AtomicPope
Date Joined: Jan 1, 2005
Posts: 525
Feats should be part of an "advanced supplement" but not part of standard GW.  The latest GW isn't really built with skills or feats in mind (like 3e Gamma World when Gygax got involved.  My fave!)  Add them in as a supplement for long term games.  The players are more like monsters in their development (read the 4E DMGs and you'll see what I mean).  This means that the math is very tight and a few small bonuses to hit or to defenses can greatly skew the power levels.  Having a +3 to hit or to a defense is basically adding 3 levels to a character.  Bonuses from feats should be small (+1) and situational (vs Psi, or vs Physical, etc).  Nothing across the board and always limited.
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3 years ago  ::  Nov 12, 2010 - 12:07AM #6
Caz_Granberg
Date Joined: Jun 21, 2008
Posts: 85
 I was thinking  of four feat types - origin, tech, mutation and standard.

 

Lvl 1+


Alertness


Astral Fire - type power +1 to 2 damage types


Sneak Attack - 2d6 physical damage when you have combat advantage


Defensive Mobility


Far Shot


Far Throw


Fast Runner


Dodge Giants


Group Insight


Perseverance


Jack of All Trades


Nimble Fighter


Strong Fighter


Power Attack


Shield Expert


Toughness


Far Ability


Improved Second Wind


 


Lvl 6+


Blood Thirst


Danger Sense


Empowered Ability


Evasion


Melee Opportunity


+2 Will


+2 Fort


+2 Reflex


Point Blank Shot


Running Shot


Underfoot

These are just the PHB feats. Some new ones would be needed. 

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3 years ago  ::  Nov 12, 2010 - 9:13AM #7
Oraibi
Date Joined: Apr 17, 2008
Posts: 438
You can do that, but of course you're going to be upping the power of characters a lot and making feat choice pretty powerful and important.

No reason you can't choose to do this in your own game, but IMO it's a departure from the way Gamma World currently works.

If you want to balance it with GW, give feats but also change all the "plus your level" references to "plus half your level" and all the "plus twice your level" to "plus your level."

Then go crazy with the feats.
Gamma World Downloads: Character sheets, GM screen, adventures, monsters, house rules, cards, and more!
You can usually find my posts at the Gamma World forum.
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3 years ago  ::  Nov 14, 2010 - 12:20AM #8
Delazar78
Date Joined: Dec 20, 2007
Posts: 460
ok, probably a thread-jack, but do you think that, by the same reasoning, we could eliminate Feats rom 4E, by upping the 1/2 level bonus to all, and make it Level Bonus to all?

same goes for damage...

man, I would so much love it if it worked...
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3 years ago  ::  Nov 14, 2010 - 1:08AM #9
Caz_Granberg
Date Joined: Jun 21, 2008
Posts: 85
That is a fundamentally awesome idea. When we next play 4E, we're trying it!
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3 years ago  ::  Nov 14, 2010 - 1:44AM #10
Chandrak
  • Stampeding Hybrid
Date Joined: Aug 14, 2005
Posts: 862
Personally, I think think the only way a feat system would work is in a very simple way.

Something like, you gain a feat at 3rd, 6th, and 9th (ala 3.5)

Feats would only counteract some of the random elements - things like Skill Training, or a +1 Speed, or a small defense boost, and maybe a minor class ability like Uncanny Dodge, Evasion, or the like.

The primary importance would be making sure to keep any benefits small, and to make sure you dont give out attack or damage bonuses. Attack and damage are already well balanced. Other elements, like skill bonuses and defenses, are fairly heavily intertwined with your stat rolls, giving some players a major benefit over others simply due to one person rolling very high, and the other rolling very low. A feat system could help to counteract that.

Unfortunately, whats more likely to happen is that players who already have a strength in one area will probably pick feats that further buff that specialization. Thats one major drawback to feats in the first place - powergamers will tend focus thier specializations to alway succeed in a limited range, rather than pick things in order to be able to perform in an average fashion in multiple ways. So no matter what you do, adding in feats will tend towards increasing power caps rather than adding breadth, unless you've got an unusual group.
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