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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 - 8:10PM #11
dudesock
Date Joined: Dec 6, 2008
Posts: 30

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

  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.




Wow you have a slow group.
 

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3 years ago  ::  Nov 16, 2010 - 9:21PM #12
ExcalibursZone
Date Joined: Jun 16, 2008
Posts: 378
Gamma World Rule Book, Page 22, Second Wind: "...If you are unable to take actions, another character can use a standard action to trigger your second wind."
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3 years ago  ::  Nov 16, 2010 - 11:00PM #13
Faust23
Date Joined: Mar 14, 2009
Posts: 39
And to that last post, I concur. 

As for the time it takes your party to play, well, that's not the rule's fault.

My group fights hard and uses the rule above on second winds to get their comrades back in the fight.

And by the way, this is Gamma World, always deadlier than other fantasy settings.
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3 years ago  ::  Nov 17, 2010 - 6:29AM #14
Tubaman
Date Joined: Sep 21, 2009
Posts: 626
as far as playing slow.  This was the first time that 4 out of the 6 of us had SEEN the Gamma World rulebook.  We've gotten faster at the game, but figuring out "how many times can we use our alpha cards (once)?" "Do we have to roll for our omega tech if it has a property but we don't actually use it (no)?" "What the heck is the meaning behind 'racial' powers with green titles, but that say 'encounter' (misprint, we think....should be at will?)?"

again, the "trigger a second wind" while unconscious should solve most of the problems. 

To the person who mentioned all those methods of healing....well, the loot is random, as are the alpha-mutations, and our group has yet to get past level 1 (we've only played twice, and session 2 included a TPK).  When my character died, i actually HAD "the Patch II" but was dropped from full to unconscious between my turns.
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3 years ago  ::  Nov 17, 2010 - 7:33AM #15
sirkaikillah
Date Joined: Aug 22, 2007
Posts: 2,605
I realized that problem when on PC went down after already using second wind.  I made a house rule, if player rolls a 20 on your death save, that charcter can get up with thier bloodied value in Hp.   If a unconcious player is stabalized by a Science check, they can still make the save roll, and try for the 20, to get up and back in the fight.  It's not the best solution, but it at least gives a unconcious Pc a chance to get back in the fight and give the player something to do on thier turn. 
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3 years ago  ::  Nov 17, 2010 - 7:39AM #16
Nelyo
Date Joined: Jul 25, 2003
Posts: 971

Nov 17, 2010 -- 7:33AM, sirkaikillah wrote:

I realized that problem when on PC went down after already using second wind.  I made a house rule, if player rolls a 20 on your death save, that charcter can get up with thier bloodied value in Hp.   If a unconcious player is stabalized by a Science check, they can still make the save roll, and try for the 20, to get up and back in the fight.  It's not the best solution, but it at least gives a unconcious Pc a chance to get back in the fight and give the player something to do on thier turn.


I used that when I was running a demo in my FLGS. The only potential problem I could see is if one of the players is Empathic and handing out a +5 bonus to death saving throws, which makes it significantly easier to hit 20+ on your roll. This is a good thing for getting players back in, but it could be a bad thing for preserving the possibility of a TPK.

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3 years ago  ::  Nov 17, 2010 - 7:48AM #17
Oraibi
Date Joined: Apr 17, 2008
Posts: 438

Nov 17, 2010 -- 7:33AM, sirkaikillah wrote:

I realized that problem when on PC went down after already using second wind.  I made a house rule, if player rolls a 20 on your death save, that charcter can get up with thier bloodied value in Hp.   If a unconcious player is stabalized by a Science check, they can still make the save roll, and try for the 20, to get up and back in the fight.  It's not the best solution, but it at least gives a unconcious Pc a chance to get back in the fight and give the player something to do on thier turn. 




This is the house rule we use too, and it doesn't even bother us that an Empath can help you stand up.

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3 years ago  ::  Nov 17, 2010 - 11:27AM #18
battles14
  • Part of the SOLUTION
Date Joined: Feb 11, 2006
Posts: 539
I say just have a backup PC ready to go. If it's becoming so much of a problem that someone goes down in the first round that they have nothing else to do, let them either (a) run one or more of the monsters, as other people have suggested, or (b) figure out a way to let them bring in their backup character in the middle of the fight.
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3 years ago  ::  Nov 17, 2010 - 12:09PM #19
DarthMayhem
Date Joined: Nov 22, 2008
Posts: 123
A PC that is unconscious is unconscious.
Why change the rules at all?
What kind of thinking is that?
Don't allow for lazy play/slow play, then you wouldn't have to think about!
5 rounds taking 75(!) minutes?
Who are you gaming with, that they need 15(!) minutes for each turn?
 
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3 years ago  ::  Nov 17, 2010 - 8:29PM #20
sirkaikillah
Date Joined: Aug 22, 2007
Posts: 2,605

Nov 17, 2010 -- 7:39AM, Nelyo wrote:

....The only potential problem I could see is if one of the players is Empathic and handing out a +5 bonus to death saving throws, which makes it significantly easier to hit 20+ on your roll. This is a good thing for getting players back in, but it could be a bad thing for preserving the possibility of a TPK.



I was thinking a roll of 20 unmodified on d20 at least that is how I was plaing it.  But, even with two empaths in the group, I think I will allow a motified 20+ on a death saving throw to let a Pc back into the fight. 

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