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3 years ago ::
Nov 16, 2010 - 5:11PM
#21
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Date Joined:
Sep 26, 2001
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The advancement patterns for Origins are obviously different from 4e classes, presumably the same would be true of hypothetical GW PPs. Any ideas? Five levels or 10? Maybe: 11th: Action Point, Paragon at-will 12th: Action Point enhancement 13th: Paragon Utility 14th: Special ability 15th: Paragon Encounter That's actually keeping it pretty close to an origin... "Examiner"
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Examiner
You are skilled in deciphering the knowledge and mastering the artifacts of The Ancients and of other woldlines. Your mastery of Omega Tech has brought you renown.
Requirement: You must have a bonus with Mechanics or Science and a minimum 16 INT. Action Point (level 11): Your adventuring exerience lets you act decisively in difficult situations. 1/encounter you can take an extra standard action. Exerience (level 11): You gain +4 with Science and Mechanics Save Bonus (level 11): You gain a +1 to REF and WILL. Omega Action (level 11): When you spend an action point to use Omega Tech, that use does not count for this encounter - so you can use an Omega Tech card that you have already tapped this encounter, or use an Omega Tech card without tapping it, so you don't need to make an Omega Charge Check at the end of the encounter for that card (unless you subsequently use it, of course). Refurbish (level 14): At the end of an Extended Rest you can choose an Omega Tech item you have Salvaged and restore it to Charged condition. When you later fail your Omega Charge Check with this item, you can Salvage it, again.
Omega Proficiency (Examiner at-will attack 11) You have learned the proper use of ancient weapons, which others find intimidating. At Will * Weapon Standard Melee or Ranged: Weapon Requirement: You must be using an Omega Tech weapon. Target: One creature, or target entry of weapon. Attack: INT + level vs AC (or defense weapon normally attacks). You have combat advantage for this attack. Hit: 1[W]+INT + 2xlevel (or normal weapon damage + INT). In addition to other effects the weapon may have, the target cannot make Opportunity Attacks and is -2 to hit you, until the end of your next turn.
Cultural Insight (Examiner Utility 13) You understand the cultures and histories of alternate worldlines, alowing you to better understand aspects of the patchwork reality in which you live. Encounter Free Action Personal Trigger: You make a Consiracy, Interaction, Science, or Mechanics check or a check involving Omega Tech and dislike the result. Effect: You re-roll the check with an additional bonus equal to your INT modifier. You use the new result, even if it is lower.
Reverse the Polarity! (Examiner Attack 15) Reversing the polarity of the neutron flow set up a chain reaction in the sub-etheric matrix that led to a system wide overload... naturally. Encounter Standard Action Area Burst 3 w/in 20 Target: One type of Omega Tech or terrain feature in burst, and each creature adjacent to an example of the chosen type. Attack: INT + level vs REF Hit: 5d6 + INT +2x level damage. You can choose for the damage to be untyped or to have two types you designate. Miss: Half damage. Effect: The Omega Tech or terrain features you designate are destroyed. Any effects they have produced, including those with set durrations or that a save could end, are ended immediately. The entire area of the burst is lightly obscured until the end of the Encounter.
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 ::
Nov 16, 2010 - 6:21PM
#22
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Date Joined:
Jun 21, 2008
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Action Point - yes yes.
Now, off to work on Gamma Paragons.
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2 years ago ::
Dec 11, 2010 - 10:59AM
#23
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Gamma Paragons should not be that hard to come up with. All one has to do is adapt some of the prestige classes from D20 Apocalypse or any other D&D 3.5 material.
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2 years ago ::
Jan 27, 2011 - 5:31AM
#24
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Date Joined:
Nov 23, 2008
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I agree with the idea behing this thread, but I'd actually go further with it personally... I think that Gamma World should have been 100% fully compatible with the rest of D&D (instead of somewhere in the 40-60% range.)
All of the "mutations" in the game could have been done as races, themes, and bloodlines (with certain mutations fitting certain game mechanics better than others.) And they way I figure it, since the big apocalypse in Gamma world was the sudden collapse of many different universes into one single one (which is what allows you to bring in D&D monsters while still being true to the story), then that means that a PC playing a standard D&D race could easily make sense (and could also be very flavorful, especially ones like the Shardmind, Wilden, Thri-Kreen, and such.) Especially since, in 4e, the Core Setting, Forgotten Realms, Dark Sun, Eberron, Gamma Terra, and Sigil (along with any other not-yet-released campaign settings) are all seperate universes / alternate realities within the same Multiverse.
My fervent hope is that any future "4e Modern" campaign settings / rpg's are actually made to be fully compatible. And if WotC says that it can't be done... tell that to Dias Ex Machina who developed some very awesome 4e Modern campaign setting called Amethyst (which is fully 100% compatible with other D&D products.)
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2 years ago ::
Jan 27, 2011 - 7:24AM
#25
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Date Joined:
Oct 24, 2001
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(a) Maybe they will (b) I hope not though (c) Because GW isn't really that kind of game
This effectively and efficiently delineates my position as well.
Here are the PHB essentia, in my opinion: - Three Basic Rules (p 11)
- Power Types and Usage (p 54)
- Skills (p178-179)
- Feats (p 192)
- Rest and Recovery (p 263)
- All of Chapter 9 [Combat] (p 264-295)
A player needs to read the sections for building his or her character -- race, class, powers, feats, equipment, etc. But those are PC-specific. The above list is for everyone, regardless of the race or class or build or concept they are playing.
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2 years ago ::
Jan 27, 2011 - 11:20AM
#26
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All the sudden I feel compelled to reproduce D&D races as origins...
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2 years ago ::
Jan 27, 2011 - 1:30PM
#27
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I agree with the idea behing this thread, but I'd actually go further with it personally... I think that Gamma World should have been 100% fully compatible with the rest of D&D (instead of somewhere in the 40-60% range.)
All of the "mutations" in the game could have been done as races, themes, and bloodlines (with certain mutations fitting certain game mechanics better than others.) And they way I figure it, since the big apocalypse in Gamma world was the sudden collapse of many different universes into one single one (which is what allows you to bring in D&D monsters while still being true to the story), then that means that a PC playing a standard D&D race could easily make sense (and could also be very flavorful, especially ones like the Shardmind, Wilden, Thri-Kreen, and such.) Especially since, in 4e, the Core Setting, Forgotten Realms, Dark Sun, Eberron, Gamma Terra, and Sigil (along with any other not-yet-released campaign settings) are all seperate universes / alternate realities within the same Multiverse.
My fervent hope is that any future "4e Modern" campaign settings / rpg's are actually made to be fully compatible. And if WotC says that it can't be done... tell that to Dias Ex Machina who developed some very awesome 4e Modern campaign setting called Amethyst (which is fully 100% compatible with other D&D products.)
I disagree entirely. 4e has far too much out at this point, and if you made them compatible, people would be trying to bring all different kinds of characters and pcs in. As a GM the idea of a smaller self contained world excites me more.
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