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Sticky: Gamma World FAQ + ask a simple question
2 years ago  ::  Jan 03, 2011 - 10:47AM #51
Oraibi
Date Joined: Apr 17, 2008
Posts: 438

Jan 3, 2011 -- 9:10AM, mvincent wrote:

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.




The same rule is in D&D Gamma World, on page 77.

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2 years ago  ::  Jan 05, 2011 - 2:02AM #52
Tony_Vargas
Date Joined: Sep 26, 2001
Posts: 10,732

Jan 2, 2011 -- 6:45PM, Tyr525 wrote:

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.


In general, Novice powers are At-will and utility and expert powers are 1/encounter.  There are some 1/encounter Novice powers in the GW rulebook, none in Far-Go.  There is one 'daily' in Far-Go. 

I like to standardize things, and make all Novice powers Standard-Action, and at-will; and all expert powers 1/encounter.

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2 years ago  ::  Jan 05, 2011 - 5:46AM #53
FlashbackJon
Date Joined: Jul 5, 2006
Posts: 2,145

Jan 2, 2011 -- 6:45PM, Tyr525 wrote:

I know it's obviously limited to one a turn, but I'd also assume only one use per encounter/per power.



Note: if the power is at-will, it's only limited by its action type.  For example, the Magnetic Novice power is a Minor action, and could be used 3 times on your turn.  A standard action at-will could be used more than once per turn if, for instance, you were granted another standard action, but such a condition doesn't yet exist in Gamma World to my knowledge.

It doesn't come up much, but it's worth noting that no "1/turn" restriction exists inherently. 

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2 years ago  ::  Jan 05, 2011 - 7:05AM #54
Oraibi
Date Joined: Apr 17, 2008
Posts: 438
Jon, I think there are some Alpha mutations that can give you another standard action in a turn.
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2 years ago  ::  Jan 05, 2011 - 2:19PM #55
Tyr525
Date Joined: Jan 2, 2011
Posts: 14

Jan 5, 2011 -- 7:05AM, Oraibi wrote:

Jon, I think there are some Alpha mutations that can give you another standard action in a turn.




Adrenaline Pill is one of them.

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2 years ago  ::  Jan 05, 2011 - 4:05PM #56
Tyr525
Date Joined: Jan 2, 2011
Posts: 14
Started wondering, is there a way to use Science to physically heal someone? I know to stabilize someone who is dying is a DC15 Science Check, but I've not noticed any sort of First Aid/Healing rolls available or whatnot.
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2 years ago  ::  Jan 05, 2011 - 5:18PM #57
mvincent
Date Joined: Jun 15, 2004
Posts: 8,290

Jan 5, 2011 -- 4:05PM, Tyr525 wrote:

Started wondering, is there a way to use Science to physically heal someone? I know to stabilize someone who is dying is a DC15 Science Check, but I've not noticed any sort of First Aid/Healing rolls available or whatnot.


Some GM's might allow a DC10 science check to trigger someone else's second wind (similar to D&D). Otherwise, one could view other first aid efforts as part of a 5 minute rest.

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2 years ago  ::  Jan 05, 2011 - 7:03PM #58
ExcalibursZone
Date Joined: Jun 16, 2008
Posts: 378

Jan 5, 2011 -- 5:18PM, mvincent wrote:

Jan 5, 2011 -- 4:05PM, Tyr525 wrote:

Started wondering, is there a way to use Science to physically heal someone? I know to stabilize someone who is dying is a DC15 Science Check, but I've not noticed any sort of First Aid/Healing rolls available or whatnot.


Some GM's might allow a DC10 science check to trigger someone else's second wind (similar to D&D). Otherwise, one could view other first aid efforts as part of a 5 minute rest.


There is no science check needed to trigger someone else's second wind. It's a standard action and can be done by anyone.

Page 22 core book: "If you are unable to take actions, another character can use a standard action to trigger your second wind."

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2 years ago  ::  Jan 05, 2011 - 8:17PM #59
mvincent
Date Joined: Jun 15, 2004
Posts: 8,290

Jan 5, 2011 -- 7:03PM, ExcalibursZone wrote:

There is no science check needed to trigger someone else's second wind. It's a standard action and can be done by anyone.

Page 22 core book: "If you are unable to take actions, another character can use a standard action to trigger your second wind."


Awesome. Thanks.

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2 years ago  ::  Jan 05, 2011 - 9:52PM #60
FlashbackJon
Date Joined: Jul 5, 2006
Posts: 2,145
Notably, the first aid kit gives a +1 to Science checks for healing, however.
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