|
2 years ago ::
Feb 28, 2011 - 11:56AM
#121
|
Date Joined:
Sep 15, 2005
|
I just finished creature standies for Legion of Gold if you're interested. docs.google.com/viewer?a=v&pid=explorer&...Kerry
|
|
|
|
2 years ago ::
Mar 03, 2011 - 3:04PM
#122
|
Date Joined:
Sep 26, 2001
|
Is reloading a ranged weapon a free action?
Gamma World doesn't differentiate between projectile and thrown weapons the way D&D does. If you're using an ordinary ranged weapon, you can use it every round - you don't have to worry about how many bowling balls your character can carry around to use as his 'heavy ranged weapon,' or how many arrows the bow-user has in his quiver, or about pulling out new arrows or bowling balls.
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
|
|
|
|
2 years ago ::
Mar 05, 2011 - 7:09PM
#123
|
Date Joined:
Nov 26, 2003
|
A Force Pike causes ongoing 5 force damage (save ends).
Save versus what? And what is the target roll?
It appears that a roll of 10+ at the end of a characters turn ends the effect. Does Reflex, Fortitude or Will modify the roll?
It seems like saves for some effects would have higher thresholds or have a special modifier to use on a save.
|
|
|
|
2 years ago ::
Mar 05, 2011 - 7:22PM
#124
|
|
|
A Force Pike causes ongoing 5 force damage (save ends). Save versus what? And what is the target roll? It appears that a roll of 10+ at the end of a characters turn ends the effect. Does Reflex, Fortitude or Will modify the roll? It seems like saves for some effects would have higher thresholds or have a special modifier to use on a save.
All saving throws succeed on a 10 or better, and fail on a 9 or less. Fortitude, Reflex, and Will do not modify saving throw rolls; only modifiers that expressly state they apply to saving throws modify one.
Another day, another three or four entries to my Ignore List.
|
|
|
|
2 years ago ::
Mar 06, 2011 - 2:48AM
#125
|
|
|
Three Newbie questions here:
1. What does it mean to trade down an action. On your turn you can take 3 actions, a standard, a movement and a minor action. If I want to trade my standard action for a movement action, does that mean I take 2 movement actions and 1 minor action?
2. What's the point of group telepathy in combat? I can understand between encounters when it's more roleplaying, but during combat, why do I need a power to talk to somebody who's 10 squares away (or sitting across the table from me)?
3. Besides leveling up, what is the difference between a short and extended rest? I know in D&D the difference is that you get your surges back during an extended rest, but since there aren't any surges here aren't the two nearly the same except for the leveling part?
|
|
|
|
2 years ago ::
Mar 06, 2011 - 4:21AM
#126
|
Date Joined:
Apr 17, 2008
|
1. Yes. So if you want to "double move" you can do exactly what you suggest there.
2. You probably don't need it most of the time, but it could be useful for setting up strategies without the bad guys listening in. "I'll delay my attack until after Tom gets out of the way." "OH REALLY says the Ark right in front of you." "...oops."
3. You also reshuffle/rebuild Omega Tech and Alpha Mutations after an extended rest.
|
|
|
|
2 years ago ::
Mar 06, 2011 - 4:50AM
#127
|
|
|
Two more newbies question. I know this is probably obvious but from reading through the book once I couldn't really figure out the answer to this:
1. Do monsters go through the whole death saving throw thing when their HP hits zero? Or is that only for characters? How about second winds?
2. Do you automatically get opportunity attacks against an adjacent foe using an area attack? Then arent close burst 1 and close blast 2 attacks rarely used since you almost always get an opportunity attack used against you?
|
|
|
|
2 years ago ::
Mar 06, 2011 - 12:49PM
#128
|
|
|
Two more newbies question. I know this is probably obvious but from reading through the book once I couldn't really figure out the answer to this:
1. Do monsters go through the whole death saving throw thing when their HP hits zero? Or is that only for characters? How about second winds?
2. Do you automatically get opportunity attacks against an adjacent foe using an area attack? Then arent close burst 1 and close blast 2 attacks rarely used since you almost always get an opportunity attack used against you?
1. No. Monsters die at zero, and monsters do not have second winds unless their stat block expressly states they do.
2. Close Attacks aren't Area attacks. Attacks come in four varieties: Area, Close, Melee, and Ranged and can only be one of them. Area and Ranged attacks provoke, Melee and Close attacks do not.
Another day, another three or four entries to my Ignore List.
|
|
|
|
2 years ago ::
Mar 07, 2011 - 6:02AM
#129
|
|
|
The first aid kit in FIFG says that you have a +1 science check for healing. I didn't see any further explanation about this. Is this a standard or minor action? How many hp do you get back?
|
|
|
|
2 years ago ::
Mar 07, 2011 - 8:04AM
#130
|
Date Joined:
Sep 15, 2005
|
The first aid kit in FIFG says that you have a +1 science check for healing. I didn't see any further explanation about this. Is this a standard or minor action? How many hp do you get back?
Presumably, the first aid kit description is referring to the Science check to stabilize a dying comrade (core rules, pp. 23). The actual action required to perform this stablization is not explicitly mentioned, but based on 4e D&D stablization, I say it requires a standard action (and I reflect this in my condition cards).
Kerry
|
|
|