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2 years ago ::
Jan 03, 2011 - 10:47AM
#51
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Date Joined:
Apr 17, 2008
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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
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Date Joined:
Sep 26, 2001
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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.
Love 4e? Concerned about its future? Join the Old Guard of 4e"You want The Tooth? You can't handle The Tooth!" - Dahlver-Nar. "If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly" - E. Gary Gygax
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2 years ago ::
Jan 05, 2011 - 5:46AM
#53
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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
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Date Joined:
Apr 17, 2008
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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
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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
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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
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Date Joined:
Jun 15, 2004
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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
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Date Joined:
Jun 16, 2008
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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
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Date Joined:
Jun 15, 2004
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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
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Notably, the first aid kit gives a +1 to Science checks for healing, however.
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