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Flag KJordan February 28, 2011 11:56 AM PST
I just finished creature standies for Legion of Gold if you're interested.
docs.google.com/viewer?a=v&pid=explorer&...

Kerry
Flag Tony_Vargas March 3, 2011 3:04 PM PST

Feb 27, 2011 -- 7:57PM, jvitzu wrote:

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. 

Flag lyonstudio March 5, 2011 7:09 PM PST
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.
Flag Salla March 5, 2011 7:22 PM PST

Mar 5, 2011 -- 7:09PM, lyonstudio wrote:

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.

Flag SteelyCross March 6, 2011 2:48 AM PST
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?

Flag Oraibi March 6, 2011 4:21 AM PST
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.
Flag SteelyCross March 6, 2011 4:50 AM PST
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?
Flag Salla March 6, 2011 12:49 PM PST

Mar 6, 2011 -- 4:50AM, SteelyCross wrote:

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.

Flag SteelyCross March 7, 2011 6:02 AM PST
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?
Flag KJordan March 7, 2011 8:04 AM PST

Mar 7, 2011 -- 6:02AM, SteelyCross wrote:

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

Flag SteelyCross March 12, 2011 8:20 AM PST
do you have to take your movement action before your standard action or can you do it in reverse? Attack then move, or move then attack or does it matter?
Flag KJordan March 12, 2011 8:24 AM PST

Mar 12, 2011 -- 8:20AM, SteelyCross wrote:

do you have to take your movement action before your standard action or can you do it in reverse? Attack then move, or move then attack or does it matter?


Each character has one move action, one standard action, one minor action, and unlimited free actions per turn. The sequence of the actions is entirely up to the player.

Kerry

Flag SteelyCross March 12, 2011 8:36 AM PST
if a character gets knocked prone, then on their turn can they immediately get up as their move action? Like if a Yexil knocks you prone with wing buffet can you just get up immediately on your next turn?
Flag KJordan March 12, 2011 9:02 AM PST

Mar 12, 2011 -- 8:36AM, SteelyCross wrote:

if a character gets knocked prone, then on their turn can they immediately get up as their move action? Like if a Yexil knocks you prone with wing buffet can you just get up immediately on your next turn?


Yes, but that uses your entire move action, leaving you in the same square.

Kerry

Flag Jubjubbird March 15, 2011 7:19 AM PDT
Are there size rules in Gamma World?

There are rules for how much space a tiny/small/medium/large creature takes up. But are there rules for adjusting armorclass and such for being huge or small?
Flag FlashbackJon March 15, 2011 10:03 AM PDT
In GW/4e, there is no change in statistics for size.  Reach is "typical" and specified by the monster or creature in question, not automatic.

Small and medium are 1x1 square and 1 reach.  
Tiny is 1x1 square and 0 reach.  (Creatures can enter the space of a creature two sizes smaller than them, so this means that medium creatures may enter the space of a tiny creature, although this still provokes, as does any attempt to enter another creature's space.)
Large is a 2x2 square and 1-2 reach.
Huge is a 3x3 square and 1-2 reach.
Past that point is just gets silly.  :D 
Flag Jubjubbird March 20, 2011 4:34 AM PDT
Are there assist rules for skill checks in Gamma World? I can't find them..
Flag FlashbackJon March 20, 2011 10:04 AM PDT

Mar 20, 2011 -- 4:34AM, Jubjubbird wrote:

Are there assist rules for skill checks in Gamma World? I can't find them..



I also could not find them.  Here's the relevant text from the 4E Rules Compendium:


AID AN ALLY’S SKILL OR ABILITY CHECK
Action: Standard action. When a creature takes this action, it chooses a target adjacent to it.
DC: The creature makes a skill check or an ability check with a DC equal to 10 + one-half the creature’s level.
Success: The target gains a +2 bonus to the next check using the same skill or ability before the end of the assisting creature’s next turn.
Failure: The target takes a –1 penalty to the next check using the same skill or ability before the end of the assisting creature’s next turn. This penalty represents the distraction or interference caused by the failed assistance.

A creature can affect a particular check only once using the aid another action. However, up to four creatures can use aid another to affect a single check,  for a maximum bonus of +8 or a maximum penalty of –4. In certain circumstances, the DM might decide that only one, two, or three creatures can try to aid a check. For example, it is unlikely that four creatures can assist in picking a lock.



 
Flag SteelyCross March 21, 2011 6:25 PM PDT
can you use mental push to make a monster attack himself?
Flag Tony_Vargas March 22, 2011 1:16 AM PDT

Mar 21, 2011 -- 6:25PM, SteelyCross wrote:

can you use mental push to make a monster attack himself?


This just came up in my game, recently.  I don't like it, personally, but I let it slide - wanted to let the player do /something/ at that point.  It does say 'a creature of your choice' rather than '/another/ creature of your choice...'

Flag zwolf March 22, 2011 1:38 AM PDT
The "Legion of Gold Maps" Maps link in the 'Galleries Section' that should link to maps, actually takes you to the 'Legion_art.zip' file, wich is the same as the art file... any idea, when that link will be fixed, or an alternate provided so that we can actually down load the maps?

here is the problem page - it's the download link that is pointing to the wrong file:

www.wizards.com/DnD/Article.aspx?x=dnd/4...

That page's 'download' button points to the same place that the 'Art' page does; Found here:

www.wizards.com/DnD/Article.aspx?x=dnd/4...

They Both point to the file:

www.wizards.com/dnd/downloads/galleries/...

...

HEy!  guess what! I did a little bit of 'guessing' and found the right link!  yay me, I feel all 'hacker ish' or something...

it is:

www.wizards.com/dnd/downloads/galleries/...

--- It still needs changed on the pages though - they look fairly old though - how has no one noticed this yet?--


thanks,
Flag Jubjubbird March 22, 2011 2:54 AM PDT
You might want to add that you need to be a DnD Insider to be able to access that content.... and Im still not paying money for that
Flag FlashbackJon March 22, 2011 8:47 AM PDT

Mar 22, 2011 -- 1:16AM, Tony_Vargas wrote:

Mar 21, 2011 -- 6:25PM, SteelyCross wrote:

can you use mental push to make a monster attack himself?


This just came up in my game, recently.  I don't like it, personally, but I let it slide - wanted to let the player do /something/ at that point.  It does say 'a creature of your choice' rather than '/another/ creature of your choice...'



Yeah I'm not a fan of the idea either, but it is completely legit.  You could houserule it to "adjacent" or something.

Flag mvincent March 22, 2011 9:09 AM PDT

Mar 21, 2011 -- 6:25PM, SteelyCross wrote:

can you use mental push to make a monster attack himself?


The concensus from the 4e Rules forum is that a dominated creature can be forced to attack itself. That doesn't seem very fun to me, but since most GW creatures don't have a ranged basic attack, they rarely have any other target (since they don't get to move before the attack). So disallowing self-attacks would typically make the mental push power useless (which is even less fun).

My own compromise was to disallow attacking themselves (only because it didn't seem fun), but allow them use their (at will) ranged attack (without provoking) even if it wasn't a basic attack (only because it seemed like fun).

Flag Salla March 22, 2011 11:33 AM PDT

Mar 22, 2011 -- 1:16AM, Tony_Vargas wrote:

Mar 21, 2011 -- 6:25PM, SteelyCross wrote:

can you use mental push to make a monster attack himself?


This just came up in my game, recently.  I don't like it, personally, but I let it slide - wanted to let the player do /something/ at that point.  It does say 'a creature of your choice' rather than '/another/ creature of your choice...'




Then it's definitely legal.

Flag lyonstudio March 29, 2011 3:25 PM PDT
For Omega Tech Unstable Vibroblade the card states "Special: You can take ongoing 5 force damage (save ends) to make this power a melee 3 attack."

What is a "melee 3 attack"?

Thanks in advance.
Flag Oraibi March 29, 2011 3:35 PM PDT

Mar 29, 2011 -- 3:25PM, lyonstudio wrote:

For Omega Tech Unstable Vibroblade the card states "Special: You can take ongoing 5 force damage (save ends) to make this power a melee 3 attack."

What is a "melee 3 attack"?

Thanks in advance.




That refers to the range. Most melee powers are range "melee 1" which means you can attack someone one square away, i.e. an adjacent square.

A melee 3 power has what D&D calls "reach," meaning you can attack enemies up to 3 squares away. It's still a melee attack -- think of someone stretchy like Plastic Man punching you with his fist -- so rules which apply to ranged attacks don't apply to it, only melee attack rules. One of the main distinctions is that melee attacks don't provoke opportunity attacks like ranged attacks do.

Flag SteelyCross March 29, 2011 5:34 PM PDT
Do you add half levels to attack rolls?
Flag ExcalibursZone March 29, 2011 8:33 PM PDT

Mar 29, 2011 -- 5:34PM, SteelyCross wrote:

Do you add half levels to attack rolls?



Page 18: Making Attacks
Attack Roll: roll a d20 and add your attack modifier. Your attack modifier is described in the power you're using, but it's typically your key ability modifier + your level.

My suggestion: read the book, you'd be surprised what's actually not missing.

Flag Oraibi March 29, 2011 9:47 PM PDT

Mar 29, 2011 -- 5:34PM, SteelyCross wrote:

Do you add half levels to attack rolls?




Unlike D&D, you don't add half levels; you add your full level to your attack as indicated on the power description or on the Alpha or Omega card.

Basic attacks (see page 75 of D&D Gamma World) add your level to the attack roll, and your level to the damage roll.

Flag lefthandpunk April 7, 2011 11:46 AM PDT
New to GMing entirely and our group is new to Gamma World, but how do you split exp in an encounter?  For the first sample GW encounter we had a party of 3 level 1s.  They all fought the two badders and porkers but only two people got kills.  They both killed one of each monster.  How do we split the exp fairly?

Furthermore, they're going to use these characters saved EQ, stats and all, in a campaign I'm working on along with 2-3 more new players.  How do I scale enemies, etc, appropriately?

What about making original enemies?  For now I'm just considering creating "original" monsters and just using the basic monsters/stats/abilities that suit whatever creatures I have them encounter.

And last, but not least, is there an effective way to work out some kind of vehicle combat of any kind?
Flag mvincent April 7, 2011 1:31 PM PDT

Apr 7, 2011 -- 11:46AM, lefthandpunk wrote:

how do you split exp in an encounter?


Evenly. Every player that was at the table gets an equal share regardless of how many kills they got... getting the fun of a kill is it's own reward.

Furthermore, they're going to use these characters saved EQ, stats and all, in a campaign I'm working on along with 2-3 more new players.  How do I scale enemies, etc, appropriately?


Start the new players with the same XP as everyone else so that they can level at the same time.

I'm just considering creating "original" monsters and just using the basic monsters/stats/abilities that suit whatever creatures I have them encounter.


That'll work. If you've exhausted the available GW stats, you could maybe start using D&D creatures... but the GW supplements should probably sustain you longer than a campaign will last.

is there an effective way to work out some kind of vehicle combat of any kind?


Here

Flag Biaxident April 8, 2011 3:40 AM PDT

Apr 7, 2011 -- 11:46AM, lefthandpunk wrote:

Furthermore, they're going to use these characters saved EQ, stats and all, in a campaign I'm working on along with 2-3 more new players.  How do I scale enemies, etc, appropriately?




Encounters have XP budgets. Take the XP for a normal monster of the party's level, and multiply it by the number of players. That's the XP budget for an equal-level encounter. So, for a 3-man party at level 1, this would be 300 XP. A 6-man party could take on double that.

You can fill this budget however you like - elite monsters (XP equal to 2 normal monsters) are my personal favorite, I try to include one in nearly every combat. Minions (XP equal to 1/4th of a normal monster) are another easy way of spicing up encounters.

Encounters of lower level are easier, encounters of higher level are harder. Try not to use too many encounters more than 3 levels over the party, unless you enjoy killing your player's characters. Gamma World can be surprisingly deadly if you roll a few criticals in a row.

Flag sgcrutch April 10, 2011 6:38 PM PDT
Question about Encounter Omega Tech cards: Am I allowed to use each item only once per encounter - even a weapon such as a fusion or blaster rifle? In other words - if I fire a blaster rifle Omega tech item once per encounter, I CANNOT use it any more during that encounter? Thanks for any help.
Flag Tony_Vargas April 11, 2011 2:19 AM PDT

Apr 10, 2011 -- 6:38PM, sgcrutch wrote:

Question about Encounter Omega Tech cards: Am I allowed to use each item only once per encounter - even a weapon such as a fusion or blaster rifle? In other words - if I fire a blaster rifle Omega tech item once per encounter, I CANNOT use it any more during that encounter? Thanks for any help.


As I understand it:

Generally, the item will have a power, and the power will say either 'at will' or 'encounter.'  The item may or may not have a 'benefit' instead if or in addition to a power:

  • Benefits aply the whole time you have the item readied.  Recieving a benefit, alone, does not force an omega charge check
  • At-wills can be used as often as you like in the encounter, but you 'tap' the Omega Card when you first use the at-will, and make an omega charge check even if you only use it once, or there's an encounter power that you never used. 
  • An encounter power can be used only once, and you make an omega charge check at the end.
Flag ClockworkPuck April 27, 2011 10:22 PM PDT

Hey, a quick question about the Simian utility Monkey Leap. It's asking for an Athletics check, so as a DM I set the DC to what the player wants his leap to do? I'm assuming 'jump forward 5 squares' would be an  DC 25 (5DC per square) right?


Would that feasibly change (or is it fair to) for players who decide to go 'I'll jump off that wall onto that wall, and up onto the platform' or similar into a harder DC requirement?

Flag Cazra April 29, 2011 12:10 PM PDT
I'd probably make wall jumping be a high-moderate athletics check (perhaps an moderate-easy check at higher levels) that gets more difficult for each consescutive wall jump you perform. Each successful wall jump would probably lower the DC to jump vertically by 2 or 5 (your call).

So with a running start, a successful wall jump will allow a PC to jump an extra 5 ft vertically (if you're giving them a +5 bonus).

However, I don't think that wall jumping would help with horizontal jump distance. In this case, if a PC tried to wall jump with a running start, I would half any remaining horizontal distance from their jump check after they perform the wall jump. An exception might be if they were jumping almost parallel with the wall.
Flag ClockworkPuck May 2, 2011 11:55 PM PDT
Thanks, Cazra.
Flag ClockworkPuck May 3, 2011 12:03 AM PDT

Wheeled crit allows a full move speed as shifting, felinoid 3 squares as shifting but with "free action" tagged. Because wheeled says "you can then shift your speed ..." does that imply that if you have already moved that turn, that this rider is wasted?


 


Edit: Customer Service says it is a free move in addition to your movement. It will also stack with Felinoid for a 11 square shift + prone on a critical at level 6 onwards.

Flag lyonstudio May 3, 2011 1:57 PM PDT
Monster Stats Question:
Even though it is not listed, I assume that the higher level creature of the same type will have the powers listed for the lower level creature.  For example, I assume that the Level 5 Hoop Warchief also has the Big Hop and the Transmuting Touch power of the Level 3 Hoop Warrior.

Would someone confirm this?

Thanks.
Flag Salla May 3, 2011 1:58 PM PDT

May 3, 2011 -- 1:57PM, lyonstudio wrote:

Monster Stats Question:
Even though it is not listed, I assume that the higher level creature of the same type will have the powers listed for the lower level creature.  For example, I assume that the Level 5 Hoop Warchief also has the Big Hop and the Transmuting Touch power of the Level 3 Hoop Warrior.

Would someone confirm this?

Thanks.




Nope.  The monster's stat blocks are complete unto themselves.  If it doesn't have that power listed, it doesn't have that power.

Flag ExcalibursZone May 3, 2011 5:43 PM PDT

May 3, 2011 -- 1:57PM, lyonstudio wrote:

Monster Stats Question:
Even though it is not listed, I assume that the higher level creature of the same type will have the powers listed for the lower level creature.  For example, I assume that the Level 5 Hoop Warchief also has the Big Hop and the Transmuting Touch power of the Level 3 Hoop Warrior.

Would someone confirm this?

Thanks.



Generally speaking, unless the monster stat block has those powers, then the monster doesn't have those powers.

Consider that a level 5 hoop is more experienced than the level 3 hoop and may have retrained to something else.

I haven't heard of monster stat blocks stacking before and could be wrong though.

Flag HairySammoth May 8, 2011 7:08 AM PDT
OK, this is probably a very simple question, but the missus and I have been puzzling over the books all morning with no result. We've made up some Gamma World characters, and they all list both an Unarmed Quick Attack and an Unarmed Powerful attack. What's the difference between the two? I assumed that the Powerful hit harder but was less likely to hit, but in some cases the Powerful attack is actually more likely to hit. Is one a standard action and one a minor or something?

As I say, we've probably missed something really basic here, but we can't for the life of us figure out what...
Flag Oraibi May 8, 2011 12:18 PM PDT

May 8, 2011 -- 7:08AM, HairySammoth wrote:

OK, this is probably a very simple question, but the missus and I have been puzzling over the books all morning with no result. We've made up some Gamma World characters, and they all list both an Unarmed Quick Attack and an Unarmed Powerful attack. What's the difference between the two? I assumed that the Powerful hit harder but was less likely to hit, but in some cases the Powerful attack is actually more likely to hit. Is one a standard action and one a minor or something?

As I say, we've probably missed something really basic here, but we can't for the life of us figure out what...




If you're a character who uses light weapons -- in other words, higher Dex or Int -- you'll want to use a quick attack. If you use heavy weapons, you'll want to use a powerful attack.

They're both standard actions, but each one is more useful for a different type of character. If you have 18 Dex, hit with a quick attack: +8 vs AC, 1d4+5. If you have 18 Str, hit with a powerful attack: +7 vs AC, 1d8+5.

Flag HairySammoth May 8, 2011 1:28 PM PDT

May 8, 2011 -- 12:18PM, Oraibi wrote:



If you're a character who uses light weapons -- in other words, higher Dex or Int -- you'll want to use a quick attack. If you use heavy weapons, you'll want to use a powerful attack.

They're both standard actions, but each one is more useful for a different type of character. If you have 18 Dex, hit with a quick attack: +8 vs AC, 1d4+5. If you have 18 Str, hit with a powerful attack: +7 vs AC, 1d8+5.




Riiight, so they're based on different stats - a "quick" attack is Dex modified, and a "powerful" attack is Str modified?

Having been poring over the (relatively small) manual all day, can I ask where this information actually is? I want to make sure I'm not missing anything else vital...

Flag Oraibi May 8, 2011 6:07 PM PDT
Page 74. I don't know how you can miss it.
Flag ClockworkPuck May 9, 2011 1:13 AM PDT

May 8, 2011 -- 1:28PM, HairySammoth wrote:

May 8, 2011 -- 12:18PM, Oraibi wrote:



If you're a character who uses light weapons -- in other words, higher Dex or Int -- you'll want to use a quick attack. If you use heavy weapons, you'll want to use a powerful attack.

They're both standard actions, but each one is more useful for a different type of character. If you have 18 Dex, hit with a quick attack: +8 vs AC, 1d4+5. If you have 18 Str, hit with a powerful attack: +7 vs AC, 1d8+5.




Riiight, so they're based on different stats - a "quick" attack is Dex modified, and a "powerful" attack is Str modified?

Having been poring over the (relatively small) manual all day, can I ask where this information actually is? I want to make sure I'm not missing anything else vital...



 


Your unarmed attacks are standard actions just like other basic attacks. It's rare that they will be used however. Hoops for example may force a player to use their unarmed attacks. DM's discretion I would guess seeing as how holding anything can count as a weapon in GW.


A quick attack is Dex/Int modified (highest) and strong is Con/Str (highest).



Flag HairySammoth May 9, 2011 1:20 AM PDT

May 9, 2011 -- 1:13AM, ClockworkPuck wrote:

May 8, 2011 -- 1:28PM, HairySammoth wrote:

May 8, 2011 -- 12:18PM, Oraibi wrote:



If you're a character who uses light weapons -- in other words, higher Dex or Int -- you'll want to use a quick attack. If you use heavy weapons, you'll want to use a powerful attack.

They're both standard actions, but each one is more useful for a different type of character. If you have 18 Dex, hit with a quick attack: +8 vs AC, 1d4+5. If you have 18 Str, hit with a powerful attack: +7 vs AC, 1d8+5.




Riiight, so they're based on different stats - a "quick" attack is Dex modified, and a "powerful" attack is Str modified?

Having been poring over the (relatively small) manual all day, can I ask where this information actually is? I want to make sure I'm not missing anything else vital...



 


Your unarmed attacks are standard actions just like other basic attacks. It's rare that they will be used however. Hoops for example may force a player to use their unarmed attacks. DM's discretion I would guess seeing as how holding anything can count as a weapon in GW.


A quick attack is Dex/Int modified (highest) and strong is Con/Str (highest).




Ah! A combination of not thinking to look for Unarmed in a weapons table, and the usual Wizards problem of a terrible index. My bad - thanks for the help.

Flag Tyralus May 22, 2011 10:51 PM PDT
Sorry if this has been answered (though I did look pretty thoroughly).

I have a question about starting gear. On p75 of the Gamma World book it says:
"At 1st level, you start with one explorer's kit (and everything in it). You also make 1d4 + 1 rolls on the Starting Gear table."
As written, that sounds like it's saying everyone should do this, the character sheets echo this same instruction.

Is everyone supposed to make 1d4 + 1 rolls on that table, or is it 1d4 + 1 rolls for the group as a whole? My group rolledindividually, and in the end we had things such as 2 pickup trucks, 3 horses (1 riding/2 draft), 2 keelboats and so on. It just seemed somewhat strange to have so much.
Flag Cazra May 23, 2011 8:15 AM PDT
individually.
Flag Tyralus May 28, 2011 10:16 AM PDT
Thanks.
Flag goldsaturn25 June 21, 2011 12:36 AM PDT
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!
Flag ClockworkPuck June 21, 2011 4:36 AM PDT

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.


 


 


 

Flag dlahay June 22, 2011 7:02 AM PDT
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.
Flag Muderfly June 22, 2011 1:36 PM PDT
I would say any attack the PC rolled a 20 on.
Flag DrWonder June 22, 2011 3:13 PM PDT

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?

Flag Muderfly June 22, 2011 5:52 PM PDT
i would think both origin crit benefits would trigger.
Flag mvincent June 23, 2011 10:05 AM PDT

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.

Flag Flintlocke June 30, 2011 8:59 AM PDT
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?
Flag battlemaster95 June 30, 2011 10:45 AM PDT

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.

Flag Flintlocke June 30, 2011 10:51 AM PDT
i think the gun actually hit for less, but the final amount after spending 5 standard actions was 70, 14x4 radiation, 14 physical

edit: i guess ill need to read it again; if the attack bonus is flagged as 'power bonus' then it definitely does not stack
Flag ExcalibursZone July 3, 2011 6:48 PM PDT

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?



Nope, you're not doing this correctly.

You expend your standard action for your turn (you receive 1 standard, 1 move, and 1 minor action each turn unless you have mutations or origins that grant you more) when you use Alien Engineering. You then choose yourself or an ally as the target of the power. The target must be within 1 square of you (melee 1) to be a target of the power.

The next weapon attack made by the target before the end of the encounter (NEXT attack) gets +2 to the attack roll. It also deals bonus damage to the tune of 5 + Intelligence mod + your level Radioactive damage.

Since it is an At-Will power it can be used a number of times equal to the number of Standard Actions you have for your turn. This is normally 1. The weapon that is used will hit for its normal damage (roll the die, etc.) and gain an additional bonus equal to the power's bonus damage.

It looks like the power is cumulative since it seems you can combine a minor and a standard action (if you happen to do a critical hit to apply AE as a minor action). But the problem is this: The recipient of the power will be delaying their turn for as many times as you wish to apply Alien Engineering. If the DM decides that the party's enemies will let you do this, then it is the DMs fault for not keeping this in check.

Personally, I would probably play the monsters so that they'd need perception checks to figure out what's going on. If the monsters are familiar with Alien Engineering's keywords or have the Alien origin, then I'd give them bonuses to notice what's going on and have them start attacking the "buffer".

Other than making this extremely broken, I would have to correct what I said above and say that what you did everything fine. I might hazard a guess that if WotC ever did real errata for Gamma World, that "until the end of the encounter" would change to "until the beginning of your next turn". The critical hit would override that and allow the second, additional use of the power as a minor until the end of your next turn for a grand total of 2x cumulation of the effects. Otherwise, the power is crazy overpowered.

Flag ExcalibursZone July 30, 2011 9:15 AM PDT
Re-reading this, as a DM, I might allow accumulation of charges equal to the weapon's accuracy rating, so up to a +4 for standard weapons found in the main book. Another option is to just allow a weapon to have two charges of A.E. on it. But I think the weapon accuracy limitation would be the most fair without breaking the game too. This allows for cumulation of charges and most of the smaller weapons can benefit from a standard application of A.E. and a minor application as well.

This would just be my ruling.
Flag Monk2016 August 5, 2011 1:35 PM PDT
Hello, I have a couple of rules questions.

1) Shieldbots (GW Core p. 127) are Level 1 Minion Brutes. Their at-will attacks do 9 electricity damage, that seems a bit high to me. I'm wondering if this was a typo and should have read as 4? I compared other Level 1 Minions' damage from other sources, and most seem to do 3-5 damage, or higher under certain circumstances. Then again shieldbots are classified as brutes and their attacks are only +4 vs. Ref (compared to +6-8 of most other Level 1 Minions), so I guess they might not hit as much. Still, 9 damage seems a bit high for level 1.

2) Something I've always wondered (GW/4th ed. in general): when you use a move action to stand up from prone, but you are adjacent/in threat range to an opponent(s), would the opponent(s) get an opportunity attack(s) against you? I'm guessing the answer is No since this situation is not addressed.

That's all for now, I'm pretty sure I came across something in Legion of Gold, but I'll post if/when I remember what it was.
Flag ExcalibursZone August 5, 2011 11:28 PM PDT

Aug 5, 2011 -- 1:35PM, Monk2016 wrote:

Hello, I have a couple of rules questions.

1) Shieldbots (GW Core p. 127) are Level 1 Minion Brutes. Their at-will attacks do 9 electricity damage, that seems a bit high to me. I'm wondering if this was a typo and should have read as 4? I compared other Level 1 Minions' damage from other sources, and most seem to do 3-5 damage, or higher under certain circumstances. Then again shieldbots are classified as brutes and their attacks are only +4 vs. Ref (compared to +6-8 of most other Level 1 Minions), so I guess they might not hit as much. Still, 9 damage seems a bit high for level 1.

2) Something I've always wondered (GW/4th ed. in general): when you use a move action to stand up from prone, but you are adjacent/in threat range to an opponent(s), would the opponent(s) get an opportunity attack(s) against you? I'm guessing the answer is No since this situation is not addressed.

That's all for now, I'm pretty sure I came across something in Legion of Gold, but I'll post if/when I remember what it was.



For 1, I do not know. I usually thought it was 4 damage, but there are differences. You cannot compare GW monsters to D&D monsters, they're slightly different.

2: No opportunity attack. I would consider it a shift without leaving the square, so to speak. You'd normally expect someone who is getting up to be standing in a defensive posture. Anyway, since standing from prone eats all of your move for the turn (you can't get up and move without converting your standard action into a move action) that's how I'd read it.

Flag ElJoNNo August 10, 2011 4:32 AM PDT
Hi All,

Is Gamma World 100% compatible with D&D 4e? I'm thinking about buying the Gamma World box set. I would like to have my players be sucked into a portal and end up in Gamma World for a while.

Thanks  
Flag battlemaster95 August 10, 2011 7:45 AM PDT
rules wise, this works (though you might have to improvise if you want to use the cards). the only concern that I would have is that the Gamma World setting is inherently silly, so if you have an even vaguely serious campaign I would avoid travel between the two games. this said, i thing that the idea has potential for an intriguing one-shot, if not an ad venture in a campaign.
Flag ElJoNNo August 10, 2011 8:11 AM PDT
Ok cool. What I was thinking was to have a Wizard experimenting with nuclear materials and magic at the same time. Perhaps having the nuclear waste poison the water supply and have the player investigate. When they show up and fight the wizard the arcane barriers begin to collasp and cause a nuclear explosion. Instead of killing everyone it will react with the ambient magic items, wands, scroll etc... and transport them to Gamma World. I think it will be kinda cool, that way they can get mutations, guns and stuff. I'm more concerned with them having fun than balance, I can always change monsters and up there defences if needed.

Since it is compatible I won't have to worry to much.  
Flag jesch13 August 12, 2011 6:41 PM PDT

I'm just starting to read over the rules so I might have a few questions as I go through them.

The Parn has two at-will melee attacks but one is a double attack. Can someone explain that? Why wouldnt the Parn just use the double attack all the time?
Flag ExcalibursZone August 14, 2011 2:11 PM PDT

Aug 12, 2011 -- 6:41PM, jesch13 wrote:


I'm just starting to read over the rules so I might have a few questions as I go through them.

The Parn has two at-will melee attacks but one is a double attack. Can someone explain that? Why wouldnt the Parn just use the double attack all the time?



If you read on page 105 the attack type is indicated by the icon next to the name. You'll see that the Sword Antenna standard action has a sword (melee attack) with a circle (basic). So the Sword Antenna action is a Basic Melee attack. The Double Attack only has a sword which means it cannot be used as a Basic Melee attack. Incidentally, if you see a Bow with a circle, that means it's a Basic Ranged attack (see Horl Choo Stinger).

This is important when you consider that Opportunity Attacks (page 20) use the Basic Melee attack power (page 75). (Charging also uses a Basic Melee attack but it is not in the Gamma World rules, see the D&D Rules Compendium or the D&D 4e Player's Handbook for charging rules).

So, to answer your question: the Parn would use it's Double Attack during it's turn but during everyone else's turns, it would use the Sword Antenna attack if and only if it is granted an Opportunity Attack (such as when a player moves by the Parn in an adjacent square).

Flag jesch13 August 14, 2011 2:29 PM PDT

Thanks for the thorough reply. The Parn seemed like the only monster that had two at-will powers that were both melee so it confused me.

By the way have you seen the Wasteland comic website? www.onipress.com/thebigwet/about/index.p...

It has a great apocolypse back story and the "Walking the Dust" is a nice travelogue to read through.
Flag DLIMedia August 14, 2011 9:27 PM PDT
Due to me receiving a "cease and desist" order from Wizards of the Coast legal, the "Fire From the Sky" Gamma World module is no longer available in any way, shape or form. Please remove it from the list at the top of this post.

In addition, Wizards of the Coast recently clarified that Gamma World is *not* covered under the 4e GSL. And, as such, no Gamma World content from third party publishers is allowed.

WotC's legal department stated (slightly paraphrased)...

Under the GSL, only materials listed in the SRD (rules, tables, terms, and templates) are available for you to use after the Statement of Acceptance is accepted.  Gamma World is not included in the materials offered in the SRD.

.../...

Under no circumstances may you use Gamma World as part of your module.

For more details on my legal battles with this issue, you can see my blog post: The Death of Gamma World Content
Flag jesch13 August 15, 2011 4:55 AM PDT

Sorry to backtrack over DLIMedia...

I was just reading this thread in the GW errata forum (that doesnt look like its being used)

community.wizards.com/go/thread/view/758...

Are all novice powers suppose to be at-will?


Thanks for your help,
Flag ExcalibursZone August 18, 2011 6:52 PM PDT

Aug 15, 2011 -- 4:55AM, jesch13 wrote:


Sorry to backtrack over DLIMedia...

I was just reading this thread in the GW errata forum (that doesnt look like its being used)

community.wizards.com/go/thread/view/758...

Are all novice powers suppose to be at-will?


Thanks for your help,



That is the view of a few of us anyway. What we say and what is in the books are different beasts. Trust what's in the books unless you want to house rule things.

Flag jesch13 August 19, 2011 7:44 PM PDT
I guess I'll just stick with the books for now...

Ok another question-If characters can only go up to LvL 10 will they really be able to fight (and live) against creatures like the Klard nar eartheater which is a LvL 14 Elite Soldier?

Also do you think the Alpha and Omega will get more or less expensive as the game gets older? Sometimes I think the supply will go down and prices will go up but other times I think all these stores with cards will get stuck with them and want to sell them cheap
Flag ExcalibursZone August 19, 2011 11:04 PM PDT

Aug 19, 2011 -- 7:44PM, jesch13 wrote:

I guess I'll just stick with the books for now...

Ok another question-If characters can only go up to LvL 10 will they really be able to fight (and live) against creatures like the Klard nar eartheater which is a LvL 14 Elite Soldier?



If you take an average party of 5 level 10 adventurers, you can create an encounter with up to 5 level 10 monsters. You can easily use the experience quota from these to throw in a level 14 critter. You can also make the monster a minion which lowers it's xp cost for the encounter.

Also do you think the Alpha and Omega will get more or less expensive as the game gets older? Sometimes I think the supply will go down and prices will go up but other times I think all these stores with cards will get stuck with them and want to sell them cheap



Speculation on supply and demand of the cards is kind of moot to me But you'll probably only get them from ebay after a while. Oh, well, this is what happens when a game is put out and essentially cancelled in such a short amount of time.

Flag jesch13 August 20, 2011 4:46 AM PDT
Thanks ExcalibursZone for your help!

I'm almost done reading everything but maybe you could check back once and a while since it seems like not too many people read this forum anymore

Check out that wasteland comic link I put farther up-I wouldnt mind hearing what other people think. It's got some great story ideas if you read the "diary" entries
Flag Tysonium September 30, 2011 12:04 AM PDT
I had a question regarding movement-related traits.

The Cockroach origin grants a climb speed, with a restriction that they cannot attack while climbing. The Arachnoid origin grants climb also, but with no limitations on attacking. Is the difference between these deliberate, or merely an oversight since they appear in different books? If it is, why? If not, should they both be allowed attacks, or should neither?

I'm considering allowing them both to attack at a -2 penalty while climbing, similar to the restriction on the Hawkoid's flight trait. Thoughts?
Flag ilikesanta October 1, 2011 6:36 AM PDT
I think of it like this. Spiders have two more limbs then cockroaches. If a cockroach is using 4 limbs to cling to walls, while using the other two holding weapons, then a spider should be able to give itself extra support to cling to walls with it's 2 extra limbs, hence no penalty.
Flag Tysonium October 5, 2011 10:12 PM PDT

True, but the Cockroach origin has an at-will novice that doesn't even require limbs, so I'm not sure why climbing should interfere with their attacks. Not that the two origins have to have equivalent movement abilities, but it does seem a bit odd that Arachnoids should be able to attack with their at-will but Cockroaches cannot. I guess the 'roach can technically have a faster climb speed than the Arachnoid if their other origin gives them a speed bonus ('roaches climb at their speed while Arachnoids have a hard speed 6 climb), but I'm not sure that it's worth having two different climb abilities, especially since I plan on supplementing with the Rules Compendium and it would be nice to have things conform to the Climb description. I'm likely to house rule them to Spider Climb at speed, no attack penalty.

By the same token, I wonder about the reason behind penalizing the Hawkoid's attacks, when no other flying creature takes an attack penalty for in-flight combat. I'm probably going to remove that penalty, as it is pretty much the main focus of that origin.

It just seems odd that of the three origins that grant special movement, each seems to be built on different mechanics. I guess I'd rather have something as basic as movement remain consistent throughout the game, and leave the weird stuff to powers and strange traits.

Also, anyone find it odd that the Simian origin doesn't get to climb? I'm passing it off as them being a classic "Planet of the Apes" origin, but it still seems a little strange that nobody thought of that one. I guess the Athletics skill boost makes up for it without adding in an extra trait that isn't that necessary in the grand scheme of things.

Flag ZeroCochrane October 12, 2011 4:42 PM PDT
I don't like the cockroach's limitation, either.  I decided to interpret it as: Cannot attack if it used a move action to climb during the same turn.  So it can at least attack while perched on a wall, and make opportunity attacks.

I think the simian doesn't have a climb speed because it cannot stick to walls, but requires handholds.  It still climbs very well with a high strength and Athletics skill bonus.
Flag lyonstudio January 7, 2012 9:46 PM PST
Is a character with the Giant origin "large". If so, the brickbat ability effects 12 rather than 8 adjacent spaces, correct?

Also, maybe I missed it but what is the DC for easy, moderate, and hard? 10/15/20? 
Flag DrWonder January 9, 2012 10:58 AM PST

Jan 7, 2012 -- 9:46PM, lyonstudio wrote:

Is a character with the Giant origin "large". If so, the brickbat ability effects 12 rather than 8 adjacent spaces, correct?




The Giant is not large. Even if it was, Brickbat is Close Burst 1 so it only affects the 8 adjacent spaces.

Jan 7, 2012 -- 9:46PM, lyonstudio wrote:

Also, maybe I missed it but what is the DC for easy, moderate, and hard? 10/15/20? 




I do not have the book handy - I think the improvised skill checks are e/m/h = 8/12/19 (maybe that is from DnD 4e...) but they are round there...

Flag lyonstudio January 11, 2012 2:29 PM PST
If you are large you occupy a 2x2 space so brickbat would be 12 with the increased frontage.


xxx
xox  8 spaces
xxx

xxxx
xoox
xoox  12 spaces
xxxx

The DC seems to be a bit of erratta. 
An article here addresses it. 
Essentially DC will vary by the character's level. 8/12/19 is correct for a first level character.

www.wizards.com/dnd/Article.aspx?x=dnd/d...

Flag DrWonder January 12, 2012 9:56 AM PST

Jan 11, 2012 -- 2:29PM, lyonstudio wrote:

If you are large you occupy a 2x2 space so brickbat would be 12 with the increased frontage.




I stand corrected :D
If a creature was large then 12 spaces...
But I am pretty sure the giant is not a large creature.

Flag lyonstudio January 12, 2012 11:35 AM PST
After thinking on it, I agree that the Giant origin is not a large creature, but my son's character (a giant android) also has the Gigantism alpha mutation which does make him large and brings the modification of the Brickbat ability into play.

Thanks for the response.
Flag Norlo28 January 17, 2012 11:50 AM PST
Hi folks!

I'm a newbie RPG fan... I'm very interested in playing Gamma World and i'm want to buy the starter boxed set.

This game will be affected by the "D&D Next" thing?
Flag DrWonder January 17, 2012 2:49 PM PST

Jan 17, 2012 -- 11:50AM, Norlo28 wrote:

Hi folks! I'm a newbie RPG fan... I'm very interested in playing Gamma World and i'm want to buy the starter boxed set.




Welcome! The Box set will get you started and there are various links on these forums to get you going!

Jan 17, 2012 -- 11:50AM, Norlo28 wrote:

This game will be affected by the "D&D Next" thing?




Maybe. - We didn't see much of a GW for 3/3.5. What we got for 4e was pretty good but not a full game. What we hope for the future is some good stuff to keep us going. If not I am sure one of us will make it.

Flag Norlo28 January 17, 2012 2:53 PM PST

Jan 17, 2012 -- 2:49PM, DrWonder wrote:

Jan 17, 2012 -- 11:50AM, Norlo28 wrote:

Hi folks! I'm a newbie RPG fan... I'm very interested in playing Gamma World and i'm want to buy the starter boxed set.




Welcome! The Box set will get you started and there are various links on these forums to get you going!

Jan 17, 2012 -- 11:50AM, Norlo28 wrote:

This game will be affected by the "D&D Next" thing?




Maybe. - We didn't see much of a GW for 3/3.5. What we got for 4e was pretty good but not a full game. What we hope for the future is some good stuff to keep us going. If not I am sure one of us will make it.


Thanks!!

I think i will get that starter box. I really like the GW setting...

I'm trying to introduce people in my country (Venezuela) to role playing. I really love D&D and i want more players in the hobby. 

Flag narwhal February 3, 2012 11:19 AM PST
(realized I had not posted this in the right place, so I moved it)

Howdy all,

First off, let me state that I would like to run as RAI as possible.  I have read the books, but I still have the following questions:

1. Random Tables - When might I roll on the starting gear tables again?

The base book and Famine in Far-Go give you starting equipment tables and junk tables, and Legion of Gold gives you another starting equipment table.  That being said, if I decide to role for a reward, based on what the book implies it will only be on the Ancient Junk table.  At no time will any of the gear in the other three tables be generated because those tables are not an optional outcome for the Ancient Junk tables.  Am I understanding that right?  Is the intent that gear is something you will only ever trade to aquire?

2. Found/Finding Weapons and Armor -  What are the stats?

The characters defeat an android with a shotgun.  I assume they get to keep it.  What the heck is it?  Two handed light gun, two handed heavy gun, one handed heavy gun for really macho character?

From the sounds of it, weapons are made from whatever you want, and thus, you use them however you see fit.  So the fact that a monster might have a carbine is irrelevant if you intent to use it as a one handed heavy melee weapon, or the fact that two cirtters had what would be considered light armor on but you intend to piece them together as a set of heavy.

In some cases I can see this being easy enough to understand, but making a blanket statement that how the characters "intent" to use something dictates how it works means that someone who finds something like a handgun can state that they plan on using it as a heavy two handed gun.  I guess if the item could reasonably (in the context of this fantasy setting) be used in the capacity they intend, that it is alright. 

I guess if someone who finds a sack of small 22 pistols and no ammo decides to throw them as a light one handed ranged weapon would be alright.  The weapon entry in this case would be: "Sack of Pistols", Dex/Int, +3, 1d8, 5 squares.

3. Repurposing Weapons and Armor -  Are the stats static or per character?

Do these statistics shift if the object is used differently?  Like say in the previous example, the character get's hold of some ammo and wants to use one of the pistols as a light one handed gun, while continuing to use the rest as thrown weapons.  Basically I am worried about people having transformer equipment.  "This is a shield when I hold it, or light armor when I wear it, or a light two handed ranged weapon when I throw it", "These two pieces of threaded pipe are each a heavy one handed melee weapon, but I can screw them together and have a heavy two handed melee weapon".  If I plan to use the sword as  Two handed light melee weapon, but I give it to another character, can they decide they will use the same sword as a one handed light melee weapon, or must they use it how I had?

4. Found/Finding Weapons and Armor -  When might characters find them?

Do characters get the equipment on the monsters they fight?  If so, do they only work in whatever generic weapon/armor capacity the character could reasonably use the object?  Will the players ever find "specifically" a light two handed ranged weapon, or will what they find really be subject to their interpretation of the object.  The monster stat block don't indicate what generic category monsters weapons/armor are in, so how does this get determined?

Further, beyond what bad guys drop, do characters just walk around finding what they want, to include guns?  I mean, if I intend to use that stopsign as a melee weapon, and those rocks as ranged weapon, what's to say that I don't find something else that I plan to use as a gun somehow?

5. AND in damage types

I've seen this a few other places, but the best example I can find right now is the Plasma Sword (card 30).  It lists that it does "3d10 + STR mod + twice your level electricity and fire damage".   So, is the damage of type fire and electricity, or does it do that much damage of both types?

Another example I found later is the novice power for Exploding "1d6 + con mod + lvl fire and sonic".  So is that 1d6+4+1 (assuming 18 Con and level 1) one time that is fire/sonic damage or 1d6+4+1 fire, and 1d6+4+1 sonic?

6. Touch attacks

Some of the origins in Famine in Far-Go have powers with a range of touch.  What do we do with those in the context of the GW rules?


Thanks for your time and help...

Flag narwhal February 3, 2012 12:54 PM PST

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

Question about the Alien's Alien Engineering:
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.




I want to reitterate the duration of the effects of this power, most importantly "before the end of the encounter".  Also, it's "the target's next weapon attack", so if that attack misses, the charge is gone.  As well, if this fight (the encounter) ends, the charge is also gone.

So, assume the following (INT 18, Level 1, Light Two Handed Weapon), a fight breaks out (an encounter)...   You hide behind a rock charging your weapon for 5 rounds.  You then pop out and try to hit with your "weapon".  You have either a +10 bonus to the attack roll, or a +2 bonus to the attack roll.  This get's touchy because it is the same type of bonus stacking, and in 3.5 that was important, because bonuses of the same type didn't actually stack...  but this is an unnamed bonus, so I think those stacked.   Whatever, assuming best case scenario for you, it is now round 6 and you're ready to go out there and knock something but good.  Your next weapon attack should be at an attack bonus of +18 (+4 Int, +1 Lvl, +3 WA, +10 bonus), and 1d12 + 5 (+4 Int, +1 Lvl) physical damage, +50 radioactive damage (25 + (4*5 Int) + (1*5 Lvl)).  This is the colmination of you hiding and doing nothing for 5 rounds, and then hoping to hit in the 6th.  Honestly, I don't have much issue with that, especially considering one in twenty times, this will still fail.  If it works, that's a max of 67 damage, and a minimum of 56, so an average of just over 10 damage a round for the last 6 rounds, and boooooring.  Impressive, but booooring.

For purposes of this attack, what is a "weapon"?  My feeling is that it could not include omega tech, even if it has weapon in it's description.  More specifically, it would have to be an attack that adheres to the definition of an attack as outlined on page 75.  I think this could include Salvaged Omega Tech which is basically just gear now, as long as the salvaged gear used the standard attack formula.  I am not sure if I think unarmed attacks should be included in this or not...  I would lean in the direction that they should because they are on the weapons table (page 74).

Of note is the fact that the power is Melee 1, but it does not state it must be applied to a melee weapon.   That being said, the 5 rounds you hide and Alien Engineer the heck out of your .45 Pistol, might be rather impressive in that 6th round.

Just my thoughts...

Flag narwhal February 3, 2012 1:44 PM PST
6 Rounds of novice power from Android - 11.5 average (assuming all 6 attacks hit...  this one is vs. reflex) 

6 Rounds of novice power from Cockroach - 15 average (assuming all 6 attacks hit...  this one is vs. fortitude)

6 Rounds of novice power from Electrokinetic - 11.5 average (assuming all 6 attacks hit...  this one is vs. fortitude) 

6 Rounds of novice power from Felinoid - 13 average (assuming all 12 attacks hit...  this one is vs. reflex)  

6 Rounds of novice power from Gravity Controller - 11.5 average (assuming all 6 attacks hit...  this one is vs. fortitude)

6 Rounds of novice power from Hypercognitive with  heavy two handed melee/ranged weapon - 14 average (assuming all 6 attacks hit...  this one is vs. AC)

6 Rounds of novice power from Mind Breaker - 11.5 average (assuming all 6 attacks hit...  this one is vs. will)

6 Rounds of novice power from Pyrokinetic - 15 average (assuming all 6 attacks hit...  this one is vs. reflex)

6 Rounds of novice power from Radioactice - 11.5 average (assuming all 6 attacks hit...  this one is vs. fortitude)

6 Rounds of novice power from Cryokinetic - 12.4 average (assuming all 6 attacks hit...  vs. fortitude) What the heck, this is a touch attack, but there are no Touch rules that I found in GW?!?!

6 Rounds of novice power from Ectoplasmic - 15 average (assuming all 6 attacks hit...  vs. reflex) also a touch attack

6 Rounds of novice power from Entropic - 19.1 average (assuming all 6 attacks hit...  vs. fortitude) also a touch attack

... just some examples that would theoretically average more damage per round, with other factors to weigh their usefulness and such...
Flag ilikesanta February 4, 2012 7:56 AM PST

Feb 3, 2012 -- 11:19AM, narwhal wrote:



1. Random Tables - When might I roll on the starting gear tables again?




This is up to the DM. You can throw in regular gear as a reward if you want or can make it so players can trade for such gear.

2. Found/Finding Weapons and Armor -  What are the stats?



I guess it's up to the DM how they want to classify the weapon as light or heavy. But it doesn't really matter. Players should already have the 'mundane' weapons that work best for them. Any mundane gear they pick up off of fallen enemies would be purely for trade. (in my group i don't even bother with giving mundane items) Players could use the gear to make booby traps or make a house out of them.

The characters defeat an android with a shotgun.  I assume they get to keep it.  What the heck is it?  Two handed light gun, two handed heavy gun, one handed heavy gun for really macho character?

3. Repurposing Weapons and Armor -  Are the stats static or per character?


Yes let them! As long as they're using the right stats for it, why not. You want to use two pistols as your two handed ranged weapon? Go right ahead! You're a shapshifter/android and you want to turn you hands into blades? Cool go for it! if your players want to transform their one handed weapons to two handed, let them if it makes them happy. I would just make them have to use a minor action to do so. As long as they're using the right stats for the right funciton of the weapon it's fine. Mundane it's ok to do it with, Omega tech no way in hell.

4. Found/Finding Weapons and Armor -  When might characters find them?


I think your main issue is players are probably not going to care about mundane weapons they find because they will start off with what they need. Ammo they will care about, but an extra AK 47, no. If your players want to change they're mundane weapons for something else let them, but i honestly don't see a reason why they would want to.

5. AND in damage types


NO. If an attack does two types of damage, it's just the type of damage not how much it does. So your 3d10 + STR mod + 2x lvl Plasma Sword, lets say the math adds up to 26, it would deal 26 fire/electric damage. Having a double type of damage only effects resistance and vulnerabilities. If a creature has a resistance to fire of 10, it would still take the full 26 because it needs to be resistant to both fire and electricity. If it's vulnerable for fire 5 and electricity 10, it would take the highest of the two. and if it was resistant fire 10 and Vulnerable electric 10 it would split the difference (in this case it would cancel out) and just take the original 26 damage. Confusing I know.

6. Touch attacks


Really it just means Melee 1 minus the weapon keyword.

Hope that helps!

Flag narwhal February 4, 2012 11:46 AM PST
Criticals

Page 18 states "You can attack your enemies by using a power...".  Based on this I made the natural conclusion that, if when attempting to hit a monster with one of my powers that if you roll a 20 that would be a critical hit, and thus, standard rules for critical would apply.

Is that accurate?

I also extrapulated that this would apply to "attacks" only.  So if I use a power that is not an "attack", critical hits would not apply. 
Flag ilikesanta February 4, 2012 12:39 PM PST

Feb 4, 2012 -- 11:46AM, narwhal wrote:

Criticals

Page 18 states "You can attack your enemies by using a power...".  Based on this I made the natural conclusion that, if when attempting to hit a monster with one of my powers that if you roll a 20 that would be a critical hit, and thus, standard rules for critical would apply.

Is that accurate?

I also extrapulated that this would apply to "attacks" only.  So if I use a power that is not an "attack", critical hits would not apply. 




Yes that is correct on all counts.

Flag argussilvermane April 6, 2012 9:39 AM PDT
I'm confused as to why the Engineered Human origin describes a trait of "+2 to all forms of overcharge".

I was under the impression that the Engineered Human origin only occurs when you randomly generate two identical origins. In this case, Engineered Human becomes your secondary origin.

As a result, Engineered Human can NEVER be you primary origin. If you only receive the overcharge bonus from your primary origin, why would Engineered Human show an overcharge bonus at all, based on the fact that it would never technically apply.

Can someone please clarify this for me?
Flag narwhal April 6, 2012 10:20 AM PDT
Others have voiced annoyance at this as well...  The rules state only your primary origin get's the overcharge, so, you are right in thinking that the Engineered Human's overcharge bonus would never come into play since it will always be your secondary origin.

How others are handling this:
  1. Apply the rules as writen - the overcharge bonus never comes into play for an Engineered Human.  It is stated on multiple pages that only the primary origin's overcharge bonus is applied and it is stated that the Engineered Human is a secondary origin.  There is no vagueness to the rules, only why they would list an overcharge bonus if you could never use it.
  2. Apply all origin overcharge bonuses for all character origin combinations.  Realize that the only downside to this is that this increases the chance of success for all player character overcharge attempts.  This alters game balance in favor of the players, but not so much that I think it would really matter.
  3. Assum the Engineered Human's overcharge bonus replaces the primary origins bonus.  This would be the exception to the rule and your choice on how to handle a very rare character origin (much more rare as you add the expansions).
  4. Assume Engineered Human is the primary origin, if it is actually generated.  This is the easiest way to modify the rules, only requiring the altering of one bit of text.  (page 30 - "...then your PRIMARY origin is Engineered Human")

Which of these are correct?  Well, the first one is correct according to the rules.  Any of them (or other options) are correct for your game, as long as the players know that is how you wish to play the game.

Personally, I would opt for the 4th option.  Based on the descriptive text on page 57, it would seem that to engineer a human, one must first start with HUMAN (they even mention "...that doesn't mean you can't have a second character origin" implying that this could be viewed as a primary origin), but it's totally up to you.  I have made this choice knowing full well that it is not RAW (rules as writen), and would inform my players of this choice.


Why did they include it?  Well, perhaps you might make NPCs that only use one origin (theoretical "pure strains"), or might even use the origins as templates to apply to monsters, or they just didn't realize that they made something with such an awesome bonus, but no actual way to get it.  To my knowledge, there has never been an "official" point of view on this, and there will likely never be.


So, to answer your question...  I assume they added it more for flavor and to give you an idea of how cool Engineered Humans are as primary origins, even though you will never be able to have it.
Flag GammaDog April 22, 2012 4:38 PM PDT
I am interested in designing a " Gamma World," campaign. I would like to incorporate spaceships or space travel vehicles. Outside of orbital stuff I can't seem to find any thing on space travel. Any ideas?
Flag lyonstudio December 1, 2012 4:59 PM PST
I have a question about Critical Hits.  If you roll a natural 20 on your attack roll using a weapon (like a sword or a shotgun) does the Origin Critical apply?  The way the rules are written, it sounds as if the Origin Critical would apply to any and all attacks by the character that results in a Critical Hit.  Thanks in advance.
Flag KJordan December 3, 2012 6:54 PM PST

Apr 22, 2012 -- 4:38PM, GammaDog wrote:

I am interested in designing a " Gamma World," campaign. I would like to incorporate spaceships or space travel vehicles. Outside of orbital stuff I can't seem to find any thing on space travel. Any ideas?




Check out the father to Gamma World, Metamorphosis Alpha.

Kerry

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