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2 years ago ::
Dec 23, 2010 - 7:56PM
#41
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Date Joined:
Jun 16, 2008
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Does anyone have or know of a list of all Alpha Mutations and Omega Tech (w/ descriptions), preferably in PDF or otherwise?
tinyurl.com/35qln29 It is in the very first post. There is no PDF version as far as I'm aware.
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2 years ago ::
Dec 24, 2010 - 1:52AM
#42
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Date Joined:
Apr 15, 2005
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This would be a nice place to have a list of online offering, given that I can't figure out how to find Gamma World stuff using the archive system that Dungeon and Dragon mag stuff goes into.
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2 years ago ::
Dec 24, 2010 - 10:21AM
#43
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Date Joined:
Dec 12, 2010
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There is one - second post in this thread...
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2 years ago ::
Jan 02, 2011 - 10:11AM
#44
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Okay, I've been in and out of the D20 system for awhile now, starting originally with D&D 3.5 and meddling in both past and Saga editions of Star Wars d20, now settling into Gamma World which I love a lot. One thing does ocnfuse me though, because I can't seem to find an article about it in the book itself.
When you have text that says: "Level + ___ vs. Reflex/Fortitude/Will" do you actually add your level plus the given number and roll that versus their Reflex/Fortitude/Will score, or do they roll too? Or do neither roll at all? I figured you'd HAVE to roll considering that even a level 10 character + 3 for instance would still not even be able to beat a Reflex 14 or whatnot.
If there could be some clarificiation on how exactly "VS. FORT/REF/WILL" works, I'd be very thankful.
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2 years ago ::
Jan 02, 2011 - 12:03PM
#45
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Okay, I've been in and out of the D20 system for awhile now, starting originally with D&D 3.5 and meddling in both past and Saga editions of Star Wars d20, now settling into Gamma World which I love a lot. One thing does ocnfuse me though, because I can't seem to find an article about it in the book itself.
When you have text that says: "Level + ___ vs. Reflex/Fortitude/Will" do you actually add your level plus the given number and roll that versus their Reflex/Fortitude/Will score, or do they roll too? Or do neither roll at all? I figured you'd HAVE to roll considering that even a level 10 character + 3 for instance would still not even be able to beat a Reflex 14 or whatnot.
If there could be some clarificiation on how exactly "VS. FORT/REF/WILL" works, I'd be very thankful.
Reflex, Fortitude, and Will are defenses, like Armor Class. You roll your d20, add your level and add any modifiers listed, then compare it to the target's defense. If you meet or exceed that number, your attack is successful.
Another day, another three or four entries to my Ignore List.
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2 years ago ::
Jan 02, 2011 - 6:45PM
#46
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Three Questions:
1) How do you figure out weight for items? It says that for the most part weight isn't a concern, but occasionally is. Do you just imagine it's weight in real life and then just compare to stats or is there an in-game mechanic to pay attention to?
2) In the "Death" section it says that a successful (10+) save when dying will keep you from slipping closer to death, which I understand. But it also says another character using the Science skill can stabilize you back to 0 HP and keep you from slipping any further. Is there a particular DC for this or does it depend on the DM?
3) How many times can you use an origin power per game/encounter? I know it's obviously limited to one a turn, but I'd also assume only one use per encounter/per power.
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2 years ago ::
Jan 02, 2011 - 7:52PM
#47
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Date Joined:
Dec 20, 2004
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1) Yeah, pretty much. Whatever seems reasonable.
2) Hrm, not seeing anything with a cursory glance. I'd peg it at moderate myself.
3) Each power tells you in the description, before the keywords. At-wills can be used as much as you like, provided you have the actions; Encounters can be used once per encointer; dailies (there's only one of those, from the Alien origin) once per in-game day.
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2 years ago ::
Jan 02, 2011 - 8:04PM
#48
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Correction for that "Death" question. I realized there was the "Rules" section on the front page, it's a DC 15 to stabilize apparently. Seems logical to me, I was thinking either 15 or 20 for that DC.
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2 years ago ::
Jan 02, 2011 - 10:56PM
#49
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Date Joined:
Jun 16, 2008
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1) Yeah, pretty much. Whatever seems reasonable.
2) Hrm, not seeing anything with a cursory glance. I'd peg it at moderate myself.
3) Each power tells you in the description, before the keywords. At-wills can be used as much as you like, provided you have the actions; Encounters can be used once per encointer; dailies (there's only one of those, from the Alien origin) once per in-game day.
With #3, dailies are regenerated/refurbished once every long rest. Though Gamma World really doesn't have a need for long rests other than to reorganize alpha mutations and omega tech. Basically, other than that one daily (which is underpowered compared to other Expert powers and even some encounter-limited novice powers) and the reorganization of player decks, extended rests have no real purpose in Gamma World.
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2 years ago ::
Jan 03, 2011 - 9:10AM
#50
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Date Joined:
Jun 15, 2004
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1) How do you figure out weight for items? It says that for the most part weight isn't a concern, but occasionally is. Do you just imagine it's weight in real life and then just compare to stats or is there an in-game mechanic to pay attention to?
Regular D&D has encumbrance rules (and sample weapon/armor weights) if desired: Strength x 10 is the number of pounds you can carry around without being Slowed.
3) How many times can you use an origin power per game/encounter? You can use each 'encounter' power once per encounter.
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