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Dungeons & Dra.. Gamma World "Oh, i'm unconscious? Later guys, see you next...
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3 years ago  ::  Nov 16, 2010 - 10:19AM #1
Tubaman
Date Joined: Sep 21, 2009
Posts: 626
With the randomized rolling for "race/class" equivalent in Gammaworld, combined with the lack of targeted healing powers (they exist, but there are VERY few), Gammaworld has one big problem!

No, i'm not saying they should add more healing to make it like 4e D&D, or get rid of the oh-so-fun randomized setup (yeti/rat-swarm anyone?).

I'm talking about the fact that its easy to fall unconscious, easy to stabilize, but darn near impossible to get back into a fight.  The 4e D&D "dead at negative-bloodied" is TERRIBLE for gammaworld, simply because while it means you might hold on to your character for a little longer, IF the rest of the group is victorious, you can end up sitting entire fights out.

add that issue to the fact that you can be stuck with 15 hp at level 1 (average of about 22) and you can run into some real playtime problems.

our group was running the adventure that came in the book.  we got to the second fight and the elite brute full-attacked one character, dealt 31 damage, and that character went from full (30 hp....pretty much max unless you roll up double CON archetypes) to -1 unconscious and dying.  Well, two rounds later, someone went over and stabilized that character with a science check.  5 rounds later (about 75 minutes real-time from start to finish) the fight ended and we took a short rest. 

Thats right, an hour and fifteen minutes of doing....nothing.  The Next session we played, we went on to the third encounter, i got knocked unconscious in one round (round 2 of the fight) and just left to play some Yahoo Chess for a while.  Luckily that combat TPK'd the party and only took about 40 minutes.

Going unconscious with little to no targetable healingis a big problem in the system.  Science didn't replace the Heal skill, instead it offers the ability to atabilize someone dying....a big drawback with no healing, because now they can't even get a CHANCE to pop up.  It can no longer grant saves or second winds either.

I've been pushing for our group to start saying "dead at 0 hp," but so far no success. 

What experience with this issue have other players had?  if there are any devs or similar who play gammaworld and read this forum, what do you think?
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3 years ago  ::  Nov 16, 2010 - 10:27AM #2
altersaddle
Date Joined: Nov 12, 2010
Posts: 14
There's a little tidbit in the rulebook that I'm going to use for the next session - don't remember the exact text, but it's something like:

"If you are helpless, another player can spend a standard action to allow you to use your healing surge."

No check, just up and at 'em.

If your surge is used up you'll have 1 HP.  Hilarity ensues!

I've also distributed tokens that work as a (player's choice of) action point OR recharge an encounter power OR remove one death strike.  Distributed at DM's discretion. 
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3 years ago  ::  Nov 16, 2010 - 11:03AM #3
Flintlocke
Date Joined: Jun 4, 2010
Posts: 98
A suggestion for your DM then, assuming you don't figure out anything that works better...

After you incapacitate, the first turn that you roll death saves, assuming you don't roll nat 20, spawn a spectral form of yourself in an adjacent square. spectral form takes its turn immediately after yours, has defenses of 15+lvl, 10hp, insubstantial, weakened, and dazed.

The turn that spectral form spawns it cannot take actions. Any other turns it is treated as dazed and take only one action. Spectral form cannot heal your incapped self. Damage is halved due to weakened, but at least can assist with flanking. If at any point you are healed and become conscious again, spectral form disappears.

If spectral form drops to 10hp or lower, it disappears but will re-spawn when you take your next death save.

If you fail 3 saves and die, spectral form immediately dissipates and you should make a new character; should take no more than 1 round and DM should roll you right into the initiative immediately.

imo, within reason the DM should keep his players in the game. try this out, modify it as I just grabbed numbers out of air. keep incapping as the penalty that it is, but keep it fun.
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3 years ago  ::  Nov 16, 2010 - 11:17AM #4
Serpine
Date Joined: Jul 7, 2008
Posts: 280

Nov 16, 2010 -- 10:19AM, Tubaman wrote:

I've been pushing for our group to start saying "dead at 0 hp," but so far no success. 

What experience with this issue have other players had?  if there are any devs or similar who play gammaworld and read this forum, what do you think?


Wait: You've seriously been pushing for death as the solution for unconciousness?

In most cases a player probably hasn't used second wind yet, so a standard action from somebody else will get them back on their feet (per the rule altersaddle mentions).  If they have already used their wind and the battle isn't practically over, the GM can always let the player control one of the enemies for the duration to pass the time constructively: I've aways found players can be particularly vicious and creative with what would otherwise be somewhat bland monsters, when given that option.

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3 years ago  ::  Nov 16, 2010 - 11:25AM #5
Tubaman
Date Joined: Sep 21, 2009
Posts: 626

Nov 16, 2010 -- 11:17AM, Serpine wrote:

Wait: You've seriously been pushing for death as the solution for unconciousness?




honestly....yes.  Character creation is one of the most hilariously fun aspects of the game (seems to be that way for most of the people we play with).  I'd rather be dead and have a chance to jump back in with a totally new character, then sit out a combat because monsters got lucky damage rolls and the setting has no real healing.

I wasn't aware of the rule that alersaddle mentioned.  I'd imagine the DM wasn't aware either.  We're playing a 5 person game (6 total people) out of a single book, so when the DM is running monsters, it basically puts the book off-limits.  I'm thinking of getting a hold of a book to have a second reference.  Also, learning about that standard action -> surge thing will help a good amount, and has the potential to totally invalidate my whine

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3 years ago  ::  Nov 16, 2010 - 12:14PM #6
rethgryn
Date Joined: Nov 5, 2007
Posts: 223
In my post on experimental feats i am going to try out, I put in a feat that lets you get what is essentially healing word.

community.wizards.com/go/thread/view/758...
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3 years ago  ::  Nov 16, 2010 - 5:41PM #7
csteinhoff
Date Joined: Sep 3, 2004
Posts: 17

Nov 16, 2010 -- 10:27AM, altersaddle wrote:

There's a little tidbit in the rulebook that I'm going to use for the next session - don't remember the exact text, but it's something like:

"If you are helpless, another player can spend a standard action to allow you to use your healing surge."

No check, just up and at 'em.

If your surge is used up you'll have 1 HP.  Hilarity ensues!

I've also distributed tokens that work as a (player's choice of) action point OR recharge an encounter power OR remove one death strike.  Distributed at DM's discretion. 





Hmmm is this really in the rulebook? I like the rule but I have not found it. I did find the ruling on "Aiding the Dying" page 23 but it only brings a dying character to 0 with a Science check( assuming it is DC 10? but it is not stated).  And that another character can trigger your healing second wind as a standard action under "Second Wind" page 22. But nothing about bring a player back to 1.

Just wondering......

 

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3 years ago  ::  Nov 16, 2010 - 6:06PM #8
altersaddle
Date Joined: Nov 12, 2010
Posts: 14
My bad, there's no mention in the Gamma World rulebook about healing the dying if your second wind is used up.  I was paraphrasing from the regular D&D 4E Rules Compendium, which states,

"...If the healing effect requires the adventurer to spend a healing surge but he or she has none left, the healing still helps a bit: The adventurer's hit point total is restored to 1."

So... no healing surges.  Rule doesn't quite apply, although it's a potentially fun house rule.  Perhaps throw in 1d6 hit points instead of 1, and don't give the player the +2 defense buff (as from the Second Wind).

I like it.  If you're stabilized, then you're pretty safe, as most monsters won't attack an unconscious player.  But if you're awake with 1 HP you are very much at-risk!  Should be exciting.
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3 years ago  ::  Nov 16, 2010 - 6:15PM #9
Caz_Granberg
Date Joined: Jun 21, 2008
Posts: 85
My groups tend to be small - so I think implementing some kind of healing is going to be needed. 


Maybe cashing in an alpha mutation, after you have spent your second wind, allows you to regain your second wind. I'll test it and see what happens. 
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3 years ago  ::  Nov 16, 2010 - 7:33PM #10
Serpine
Date Joined: Jul 7, 2008
Posts: 280
Thought I'd make a list: These are the healing methods I'm aware of: Did I miss any?
{ Today's conclusion: A Radioactive Electrokinetic can eventually make a somewhat functional "cleric" }

Special
 * Rest = Full hit points.
 * 2nd Wind = Half hit points, Self only (though triggerable by other).
Healing Powers (Self)
 * Cockroach Utility: Hard to Kill = 10+lvl.
 * Engineered Human Utility: Tough as Nails = 5+lvl.
Healing Powers (Other)
 * Electrokinetic Utility: Stand Clear!= WisMod+lvl.
 * Empath Utility: Share Strength = 10 (but harms ally).
 * Empath Critical = 2*lvl.
 * Radioactive Utility: Hawking Portal = 5+lvl, you and 2 targets.
Alpha (Other)
 * Empathic Healing = 5+lvl, multiple targets on overcharge
 * Sympathetic Link = Same as the other guy gets
Alpha (Self)
 * Fast Healing = 5 multiple times, 10 on overcharge 
 * Time Slide = All on overcharge
 * Kinetic Absorption = Depends on what hit you
 * Vampiric Healing = 5+lvl
 * Proboscis = lvl (2*lvl on overcharge)
 * Healing Roots = Half
 * Shimmershield = Electical damage take on overcharge
 * Redundant Organs = What you have now sort of
 * Inhabit Corpse = Resurection with half
Omega (Other)
 * Hospice Beacon = 10 + 5 per round in zone
Omega (Self)
 * The Patch = Half
 * The Patch II = Half +2d6
 * Autodoc = 10 + 5 per round
 * Phoenix Neurojack = Half ! its salvage version as well !
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