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Sticky: Gamma World FAQ + ask a simple question
2 years ago  ::  Aug 14, 2011 - 2:29PM #191
jesch13
Date Joined: Sep 7, 2008
Posts: 9

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.
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2 years ago  ::  Aug 14, 2011 - 9:27PM #192
DLIMedia
Date Joined: Jul 16, 2010
Posts: 1,757
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
Darklight Interactive - "Omne ignotum pro magnifico"

"When Alexander saw the breadth of his domain he wept for there were no more worlds to conquer..."

A Walk In the Dark blog

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Expedition to Castle Greyhawk (DnD 4e) - Jaana, 12th level Human Rogue
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2 years ago  ::  Aug 15, 2011 - 4:55AM #193
jesch13
Date Joined: Sep 7, 2008
Posts: 9

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,
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2 years ago  ::  Aug 18, 2011 - 6:52PM #194
ExcalibursZone
Date Joined: Jun 16, 2008
Posts: 378

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.

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2 years ago  ::  Aug 19, 2011 - 7:44PM #195
jesch13
Date Joined: Sep 7, 2008
Posts: 9
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
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2 years ago  ::  Aug 19, 2011 - 11:04PM #196
ExcalibursZone
Date Joined: Jun 16, 2008
Posts: 378

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.

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2 years ago  ::  Aug 20, 2011 - 4:46AM #197
jesch13
Date Joined: Sep 7, 2008
Posts: 9
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
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2 years ago  ::  Sep 30, 2011 - 12:04AM #198
Tysonium
Date Joined: Dec 12, 2003
Posts: 12
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?
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2 years ago  ::  Oct 01, 2011 - 6:36AM #199
ilikesanta
Date Joined: Dec 10, 2009
Posts: 34
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.
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2 years ago  ::  Oct 05, 2011 - 10:12PM #200
Tysonium
Date Joined: Dec 12, 2003
Posts: 12

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.

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