|
2 years ago ::
May 28, 2011 - 10:16AM
#171
|
Date Joined:
May 23, 2011
|
Thanks.
|
|
|
|
2 years ago ::
Jun 21, 2011 - 12:36AM
#172
|
Date Joined:
Jun 21, 2011
|
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.
- 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?
- 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.
- 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.
- 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.
- 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.
- What about the dead character’s gear? Omega tech? Ammo? Is it still there? Does the new character get all of it?
- 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.
- 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.
- 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!
|
|
|
|
2 years ago ::
Jun 21, 2011 - 4:36AM
#173
|
Date Joined:
Aug 16, 2010
|
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.
|
|
|
|
2 years ago ::
Jun 22, 2011 - 7:02AM
#174
|
Date Joined:
Jan 19, 2011
|
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.
|
|
|
|
2 years ago ::
Jun 22, 2011 - 1:36PM
#175
|
|
|
I would say any attack the PC rolled a 20 on.
|
|
|
|
2 years ago ::
Jun 22, 2011 - 3:13PM
#176
|
|
|
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?
|
|
|
|
2 years ago ::
Jun 22, 2011 - 5:52PM
#177
|
|
|
i would think both origin crit benefits would trigger.
|
|
|
|
2 years ago ::
Jun 23, 2011 - 10:05AM
#178
|
Date Joined:
Jun 15, 2004
|
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.
|
|
|
|
2 years ago ::
Jun 30, 2011 - 8:59AM
#179
|
|
|
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?
Achievements:
06/28/10 - MODERAT0WND!!11 06/30/10 - A Friendly Nod 07/04/10 - Troll Infiltrators 11/16/10 - RIP CB (What you are paying for should work; is it?) 12/20/10 - "No Way! That's Great...*chuckle*...WE'VE RERELEASED GAMMA WORLD!"
Scapegoat of the Month for November: Pirates
|
|
|
|
2 years ago ::
Jun 30, 2011 - 10:45AM
#180
|
Date Joined:
Sep 30, 2009
|
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.
|
|
|