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Sticky: Gamma World FAQ + ask a simple question
2 years ago  ::  Jan 05, 2011 - 10:41PM #61
ExcalibursZone
Date Joined: Jun 16, 2008
Posts: 378

Jan 5, 2011 -- 9:52PM, FlashbackJon wrote:

Notably, the first aid kit gives a +1 to Science checks for healing, however.


Where did you find the First Aid Kit? FIFG?

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2 years ago  ::  Jan 05, 2011 - 10:56PM #62
FlashbackJon
Date Joined: Jul 5, 2006
Posts: 2,145
Yessir, p29.
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2 years ago  ::  Jan 05, 2011 - 11:26PM #63
ExcalibursZone
Date Joined: Jun 16, 2008
Posts: 378

Jan 5, 2011 -- 10:56PM, FlashbackJon wrote:

Yessir, p29.


That is so odd...since you heal to full between encounters regardless of whether it's short or extended. I guess you could apply the +1 to the Science check when trying to stabilize a dying character...

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2 years ago  ::  Jan 06, 2011 - 12:53AM #64
Tyr525
Date Joined: Jan 2, 2011
Posts: 14
This is why I was confused. I just bought FIFG and saw the First Aid Kit as a "bonus" item I granted players to roll for, just as a bit of flavor of the new and one of my players got that. I assumed to stabilize another player was the use for the First Aid kit, but at the same time, I had to think back and try and remember if there was ever a healing roll, or if it was just all done with Second Wind and Rests.
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2 years ago  ::  Jan 06, 2011 - 5:01AM #65
FlashbackJon
Date Joined: Jul 5, 2006
Posts: 2,145
I'm guessing it was just an oversight, but it could feasibly apply in situations such as plot events or skill challenges, I suppose.
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2 years ago  ::  Jan 06, 2011 - 9:30PM #66
Tyr525
Date Joined: Jan 2, 2011
Posts: 14
I took Chris Perkin's advice and went with "When you're not sure, just say Yes" when your players want to do something creative. So I set a basic DC 10/15/20 for healing, and will only allow healing WITH the First Aid Kit. If they roll at least 10, they get a D6 + Level worth of healing on another character, DC15 makes it a D8 + Level and DC 20 is D10 + Level. Pretty much the better they roll, the better the "healing damage" they roll." It's still small and realistic, but I try and limit it as much as possible as I don't want to be slamming new mechanics into my game, but figure it was worth the allowance this past game. (Plus First Aid kits only have 5 uses.)
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2 years ago  ::  Jan 09, 2011 - 3:57PM #67
Tyr525
Date Joined: Jan 2, 2011
Posts: 14
Found myself wondering about this, as it only has a fairly limited entry on the rules of flying, but it says in the entry that creatures can move up and down freely, even diagonally. If this true, does this mean that spaces in a 3-D sense come into play? Like instead of moving around on the grid of the map, could a Hawkoid PC decide to move 6 spaces UP into the air?

Additionally, it sometimes gives measurements in feet, usually in increments of 5, such as "The badders behind the table are approximately 20 feet away from the steps, which I counted as 4 squares. Does this generally mean that each square represents 5 feet as well? (Much like the "5 Foot Step" in D&D 3.5 I would suppose.)
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2 years ago  ::  Jan 09, 2011 - 4:13PM #68
Oraibi
Date Joined: Apr 17, 2008
Posts: 438
Hi Tyr, each square is supposed to be 5 feet across, and they don't seem to mention this anywhere in the rules. Disappointing.

A hawkoid can indeed choose to fly 6 squares up, or 6 squares up and 6 squares forward, or whatever. Note that flying up will usually provoke an opportunity attack if there's an adjacent creature, just like walking away would.

I usually use dice to represent altitudes of characters or monsters who are flying, by putting the die beside the creature. Each number showing on the represents how high it is, so a d10 showing "6" next to a hawkoid would indicate that it flew 6 squares up above the base level of the map.
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2 years ago  ::  Jan 09, 2011 - 8:37PM #69
Tyr525
Date Joined: Jan 2, 2011
Posts: 14
Thanks Oraibi, that's what I was thinking. I was chatting with a fellow player tonight and said "It says you can move up and diagonally, but what's to stop someone from flying up 6 spaces over and over and getting out of range of any weapon?" Of course, this wouldn't work inside of a building with a ceiling unless it was really tall, but do you feel the cap for height should be a set number? 20 perhaps? Or maybe the speed of said flyer?

Also the dice idea, mentioned that too, commenting that eventually using a d20 would just be silly and unstable.
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2 years ago  ::  Jan 09, 2011 - 10:20PM #70
FlashbackJon
Date Joined: Jul 5, 2006
Posts: 2,145
There's no cap on it, and although flight can be unexpected, I don't think it breaks anything, per se.  
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