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Sticky: Gamma World FAQ + ask a simple question
2 years ago  ::  May 28, 2011 - 10:16AM #171
Tyralus
Date Joined: May 23, 2011
Posts: 2
Thanks.
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2 years ago  ::  Jun 21, 2011 - 12:36AM #172
goldsaturn25
Date Joined: Jun 21, 2011
Posts: 1
Hello,
I'm a long time lurker of this thread. The information contained here is mostly what led me to buy gamma world and run a gamma world campaign.  Our first session is fast approaching, and if anyone is willing to answer a few questions, I'd really appreciate it.  I realize there probably isn't going to be an official answer to most of these, but if you have some experience playing with these rules and know what works or doesn't work, I'd be grateful if you chimed in.

  1. When  the party finds ammo, how many units do they find? Enough for each  player in the party, or only enough for everyone who regularly uses  guns? Wouldn’t anyone be interested in getting their share of  ammunition, even if they don’t use guns?
  2. Would  you allow a player who got ammo to give their ammo to another player  who has used up his/her ammo? If only one player in the party used ammo,  and there were 5 players, the other 4 could function as pack mules to  carry ammo for the gunman.
  3. Because  ammo is such a valuable resource in the world, it seems reasonable that  players might want to trade it for things they need, or use it as a  bribe instead of firing it. Should I allow that? Maybe  the ammo is the wrong caliber for players to trade it around? When they  find some, each player digs around for shells that fit their particular  gun, and that is what they take.  That would imply that if they got a  new gun, they would no longer have ammo, since it’s for their old gun.   If they found multiple guns that are the same, they could argue that  they should be allowed to trade ammo.
  4. How   does the ancient junk reward system work in practice? Does it add  much?  How hard do you make the players look for someone that both A.  Has  something they need. and B. Needs something the players happen to  have  randomly come across. I worry that it will be hard to maintain   suspension of disbelief when someone in town has the exact thing the   players are looking for and is willing to take the players' ancient  toilet brush  in exchange.  I want rewards to actually be rewarding for  players.
  5. When  a character dies, what level is their replacement character? The book  makes it sound like it’s level 1, but if the rest of the party is level 8  that would be incredibly discouraging if I were the single level 1 player at the table. The potential for the party's average level to drop suddenly would also make it hard to plan encounters.
  6. What about the dead character’s gear? Omega tech? Ammo? Is it still there? Does the new character get all of it?
  7. How  do you keep the different decks separated when they have the same backs? I’m  thinking of ordering sleeves with different colored backs for my cards,  but it still seems like a major headache to keep track of. 
  8. What  about players keeping charged omega tech across multiple sessions?  I  don’t exactly want to keep track of what functional omega tech each  player has from week to week, but I don’t want to let them hang on to my  cards from week to week either.  I suppose we could write down the  cards and then dig them out of the decks during the next session. 
  9. How  well does converting monsters from the D&D MM work? I worry that  the randomly generated player stats and adding player level instead of  half level will result in players that are too strong or not strong  enough for the monsters.

Thanks so much!
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2 years ago  ::  Jun 21, 2011 - 4:36AM #173
ClockworkPuck
Date Joined: Aug 16, 2010
Posts: 104

1.  I use d4+1 as standard.


2. Sure. If in combat I'd rule a minor action cost to pass it over though.


3. Gamma World essentially runs on a barter economy. The two rarest items that the larger world desires is both Omega Tech and ammo. Both make good standards of exchange and allows players to dump unwanted loot in exchange for more desirable items.


4. I find it does. Players enjoy searching after battles and I can add junk loot for searches. Players feel happy because they find weird stuff they get to basically argue how it can be used later on and as a DM it adds a loot dimension without overpowering the characters. I use http://critical-hits.com/ch-presents/gamma-world-junkulator/ - which is a much expanded junk list. I've found my players experiment a lot with the junk loot, it seems to add a good dimension to the game, and it's surprisingly easy to tie random items into story clues. For example, last encounter a character found an ear piece, placed it in ear to see what it could pick up, and I was able to add something relevant about the compound area they were in. Harmless and fun.


5. Level compatible with party.


6. Picking up gear is easy, depends how the character died I guess. Remeber the replacement isn't just a character that spontaneously creates, it's a character that has existed that the party then encounters. Such a 'living' character would have the same chances your party has had to get the level appropriate gear. Maybe just rule levelx2 omega tech.


8. Write on the character sheet what gear a person has. Or if you bring a laptop/pad just make notes.


9. Works fine for me so far. Set up 2-3 encounters where you run standard MM against your party and see how they fare. Should give you a decent idea how capable the party mix/player tactic preferences are. Don't be scared to arrange outs for your encounters if it looks like a wipe. Once you are comfortable working out the levels vs your party mix then swapping becomes a lot easier to manage.


 


 


 

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2 years ago  ::  Jun 22, 2011 - 7:02AM #174
dlahay
Date Joined: Jan 19, 2011
Posts: 2
Quick question about the Origin critical hit benefit:

Does the player receive this benefit when ANY critical hit happens or just when the player uses a power from that origin?

Thanks.
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2 years ago  ::  Jun 22, 2011 - 1:36PM #175
Muderfly
Date Joined: Jan 8, 2011
Posts: 39
I would say any attack the PC rolled a 20 on.
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2 years ago  ::  Jun 22, 2011 - 3:13PM #176
DrWonder
Date Joined: Jan 1, 2004
Posts: 77

Jun 22, 2011 -- 1:36PM, Muderfly wrote:

I would say any attack the PC rolled a 20 on.




What happens if they get a crit from using a melee weapon? Do they choose?

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2 years ago  ::  Jun 22, 2011 - 5:52PM #177
Muderfly
Date Joined: Jan 8, 2011
Posts: 39
i would think both origin crit benefits would trigger.
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2 years ago  ::  Jun 23, 2011 - 10:05AM #178
mvincent
Date Joined: Jun 15, 2004
Posts: 8,290

Jun 21, 2011 -- 12:36AM, goldsaturn25 wrote:

1) When  the party finds ammo, how many units do they find?


The adventure should say (typically each player gets to top off... but sometimes it will be a single unit). If it's your own adventure, you get to make the call.

2) Would  you allow a player who got ammo to give their ammo to another player  who has used up his/her ammo?


Yes, this is allowed in Gamma World: "Other players can give you their ammo, but then they will be out of ammo."

3) Because  ammo is such a valuable resource in the world, it seems reasonable that  players might want to trade it for things they need, or use it as a  bribe instead of firing it. Should I allow that?


Certainly, but then that player will be out of ammo. This sounds like excellent roleplaying.

4) That would imply that if they got a  new gun, they would no longer have ammo, since it’s for their old gun.   If they found multiple guns that are the same, they could argue that  they should be allowed to trade ammo.


The ammo system is an abstraction that doesn't go into that granularity.

5) How   does the ancient junk reward system work in practice?


If fun... not very useful, but fun.

How hard do you make the players look for someone that both A.  Has  something they need. and B. Needs something the players happen to  have


It depends entirely on the circumstances, and is just part of roleplaying that the DM has to decide. I actually lean towards realistic probabilities myself. And bartering doesn't mean that the NPC has to need what the players have... merely recognize it as valuable (like say, Omega tech).

When  a character dies, what level is their replacement character?


It should be the same level as the other PC's. Given the mortality in Gamma World, starting them at first would be cruel.

What about the dead character’s gear? Omega tech? Ammo? Is it still there? Does the new character get all of it?


That's your group's call. My players have a gentleman's agreement for the latter. I believe my players assume that if they kept all the dead PC's gear for themselves, then the new PC would arrive with no gear. They are probably correct.

How  do you keep the different decks separated when they have the same backs? I’m  thinking of ordering sleeves with different colored backs for my cards


That's what most posters here recommend. I personally just keep them in separate boxes.

I don’t want to let them hang on to my  cards from week to week


I have my players wrap their cards up in their character sheet and leave it with me. There's not much reason for the players to take their character sheets home, and there's several good reasons not to.

How  well does converting monsters from the D&D MM work?


Not too bad. Even though GW PC's get to add their level to rolls (rather than 1/2 level as in D&D), they also aren't expected to have lots of gear that boasts those rolls (like D&D PCs have). It comes out about the same.

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2 years ago  ::  Jun 30, 2011 - 8:59AM #179
Flintlocke
Date Joined: Jun 4, 2010
Posts: 98
Question about the Alien's Alien Engineering:

I just stepped out from having DM'd the party through their first 5 levels and now I am playing a character that has Alien as one of it's origins.

In trying to understand the best way to use it's powers, I figured the following:

1. Alien Engineering is cumulative; I can spend a number of turns accumulating charges on a weapon to later release them all with the weapon's normal damage. (ex. each charge adds 14 radiation damage to a succesfull hit; I hit for 22 physical with a 2h heavy gun with 4 charges; total damage was 70; the normal attack bonus was +12, but +2x4 added on top of to make a final +20).

2. I used a few accumulated charges of Alien Engineering with a weapon attack made from some omega tech (Grav Mortar). The omega tech is an 'area x within y' type attack(s), so in order to not make the DM despair that I had broken the encounter, I assigned all the bonus damage and bonus attack to only the target at the center of the burst; the other two targets took no alien engineering damage.

Am I doing this right? How are others using Alien Engineering?

In the 'roleplayed' sense, it totally works for me that the Alien origin can enhance weapons, especially omegas (assuming they are weapons).

Building up charges might not even be the most effective form of DPS for my character but it's just so much fun to fire smalller amounts of shots that hit for big numbers (essentially a 95% chance to hit when charged a few times) Thoughts?
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2 years ago  ::  Jun 30, 2011 - 10:45AM #180
battlemaster95
Date Joined: Sep 30, 2009
Posts: 85

Jun 30, 2011 -- 8:59AM, Flintlocke wrote:

Question about the Alien's Alien Engineering:

I just stepped out from having DM'd the party through their first 5 levels and now I am playing a character that has Alien as one of it's origins.

In trying to understand the best way to use it's powers, I figured the following:

1. Alien Engineering is cumulative; I can spend a number of turns accumulating charges on a weapon to later release them all with the weapon's normal damage. (ex. each charge adds 14 radiation damage to a succesfull hit; I hit for 22 physical with a 2h heavy gun with 4 charges; total damage was 70; the normal attack bonus was +12, but +2x4 added on top of to make a final +20).

2. I used a few accumulated charges of Alien Engineering with a weapon attack made from some omega tech (Grav Mortar). The omega tech is an 'area x within y' type attack(s), so in order to not make the DM despair that I had broken the encounter, I assigned all the bonus damage and bonus attack to only the target at the center of the burst; the other two targets took no alien engineering damage.

Am I doing this right? How are others using Alien Engineering?

In the 'roleplayed' sense, it totally works for me that the Alien origin can enhance weapons, especially omegas (assuming they are weapons).

Building up charges might not even be the most effective form of DPS for my character but it's just so much fun to fire smalller amounts of shots that hit for big numbers (essentially a 95% chance to hit when charged a few times) Thoughts?


I don't think that Alien Engineering was designed to work this way. the specific rules are ambiguous, but i think that the power becomes slightly too powerful. these are just my personal thoughts on this power, i dont know how the power was intended to work.

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