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2 years ago  ::  Dec 12, 2010 - 6:10PM #21
Serpine
Date Joined: Jul 7, 2008
Posts: 280

Dec 12, 2010 -- 5:26PM, Sea-Envy wrote:

Neutron bomb rechares when bloodied but when bloodied "sudden landing" and "grounded" trigger so that it can't use neutron bomb.


Interesting.  I suppose you could try to justify a workaround  since Immobilized just means you can't move from your square, and Fly allows you to move up and down freely without leaving the square (and without costing movement): You just use a movement action to change altitude without exiting the square and you are no longer grounded and thus not subject to the limitation.  The Essentials definition of Immobilized doesn't seem to disagree with this interpretation either since you aren't repositioning it on the battlegrid if you just go up and down...

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2 years ago  ::  Dec 12, 2010 - 6:18PM #22
ExcalibursZone
Date Joined: Jun 16, 2008
Posts: 378

Dec 12, 2010 -- 6:10PM, Serpine wrote:

Dec 12, 2010 -- 5:26PM, Sea-Envy wrote:

Neutron bomb rechares when bloodied but when bloodied "sudden landing" and "grounded" trigger so that it can't use neutron bomb.


Interesting.  I suppose you could try to justify a workaround  since Immobilized just means you can't move from your square, and Fly allows you to move up and down freely without leaving the square (and without costing movement): You just use a movement action to change altitude without exiting the square and you are no longer grounded and thus not subject to the limitation.  The Essentials definition of Immobilized doesn't seem to disagree with this interpretation either since you aren't repositioning it on the battlegrid if you just go up and down...


Neutron bomb recharges when bloodied. That happens regardless of anything else. Recharged just means that you can use it again, it does not mean that it is used immediately.

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2 years ago  ::  Dec 12, 2010 - 6:33PM #23
ExcalibursZone
Date Joined: Jun 16, 2008
Posts: 378
Now that I've had time to read through the book I have now formed an opinion on the matter.

The book is more consistent than the core rules and offers some house ruling for the core rules.

First off, with every single origin in FiF having At-Will Novice Powers, I am going to house rule that all origins have At-Will Novice Powers. Additionally, the Alien origin is the only one with a Daily and it's power title bar background is reddish like an Encounter power. Thus, the Alien's Expert Power is also an Encounter power. This makes the Yeti's At-Will a Standard Action rather than a Minor Action as well (all house rules).

In terms of content, FiF does a good job of bringing back the classic module. I will end up running this at some point, most definitely.

In terms of rules, giving us Skill Challenges helps. Cryptic Alliances are OK but another set of cards to pass around (how I pine for the cyrptic alliances booster packs! *rolleyes*). The only thing the cards help with is giving a fun twist to the game. Now do you switch it up every encounter? Every session? Or make the alliance permanent? 10 cards that are 2 sets of 5 was OK. Putting them as cards makes it easier and keeps the book from being passed around...Will I use it? Hmm, maybe once or twice, we'll see. I might be more inclined to assign the Cryptic Alliances points based on character actions in the game and treat them as a faction system (like in Daggerfall or Oblivion).

There are plenty of new monsters though it's frustrating that some of the entries seem to be missing descriptive text and other parts. It feels really rushed to me in parts.

Origins, gotta love em. The ones here are OK and will probably end up being fun.

The tokens are wonderful! Why? BECAUSE THEY HAVE BLOODIED VERSIONS OF THE MONSTERS ON THE FLIP SIDE OF THE TOKEN!

Organization of the book is kinda screwy. I would have put all the monsters in the monster section and made references to them from the adventure (heck, they're all in the same book). And the placement of skill challenges leaves little to be desired. I'd gotten into the monster section thinking there were no rules additions or clarifications.

My feeling is that the game is being put together sloppily just to get GW out there and no real thought is going into what should be in the books. I see that a LOT of 4e rules are not being published in the books because they just don't want multiple sources for the rules. I think WotC expects players to pick up the D&D Essentials Rules Compendium to get things like Charge, Crawl, etc.

More cards are OK in my book. Just stop with the CCG aspect of it all. As it stands, I'm trying to get the cash together to get cards individually. But thankfully people are really hiking the prices up for "rares" and "uncommons" because they think the game is like M:TG...*sigh*

All-in-all, I'm glad I got the expansion. I get some new origins, desciriptions of the cryptic alliances, more monsters, an adventure, and more tokens. The skill challenge rules were ill-placed in the book and I have the essentials books so I don't really care.

I am looking forward to Legion of Gold and more origins, monsters, maps, tokens, and an adventure.

I *do* wish they'd convert all the old Gamma World material for use with this game, but that's wishful thinking

Oh, and the new maps in FiF are good. It helps with fleshing out delves, unless the rules for delves won't include FiF material.
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2 years ago  ::  Dec 13, 2010 - 9:43AM #24
olfactatron
Date Joined: May 24, 2003
Posts: 355
Two things caught me off guard as I was reading this on the train yesterday.

One: The novice power for the Magnetic origin is ridiculously powerful.  It must be an error that it's a minor action. 

Two:  The cryptic alliance cards are doubled up and there seem to be major alliances missing from the cards.  Animal Liberation Front is not represented, for example.   I don't know if this is intentional or I got a messed up pack. 
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2 years ago  ::  Dec 13, 2010 - 9:58AM #25
RobotRock
Date Joined: Dec 12, 2010
Posts: 33

Dec 13, 2010 -- 9:43AM, olfactatron wrote:


Two:  The cryptic alliance cards are doubled up and there seem to be major alliances missing from the cards.  Animal Liberation Front is not represented, for example.   I don't know if this is intentional or I got a messed up pack. 




You get 2 each of the Cryptic Alliance cards. The Dangerous Cryptic Alliances (including the Animal Liberation Front) are stated to be for the GM only.

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2 years ago  ::  Dec 13, 2010 - 5:15PM #26
battles14
  • Part of the SOLUTION
Date Joined: Feb 11, 2006
Posts: 539
So I've had the box since last Friday, and here are a few quick thoughts:

1) Good call making all the novice powers at-will. I imagine we'll see some errata soon to bring the base origins in line.

2) Love that the tokens have a bloodied side, but I wish they would have done that with the tokens from the first set. It's going to be a pain using monsters from both books at the same time.

3) I agree that the cryptic alliances are take-them-or-leave-them, but they're a great addtion. I don't think I'll be using the cards, but the groups are good hooks and NPC motivators nonetheless. They remind me of some of the great organizations for d20 Modern.

4) Re-using the maps? Lame.

5) Some really sloppy writing here. Remember when D&D books introduced new concepts, and defined how those worked? Schwalb didn't get the memo on that one. No definition of daily powers (see GW p. 24), attacks with double damage types without explaining how resistances work (also GW p. 24). WotC is trying to have it both ways: they refuse to tell us to use D&D as a backdrop (so GW won't seem like a money grab to sell more D&D), yet they won't explain how the game works. This needs to be addressed, because as written, it's getting harder and harder to make the case that GW is a stand-alone game. It's either the "Gamma World Roleplaying Game" or the "Gamma World Campaign Setting"; it can't be both.
Gamma World Origins Half-Sheets:
Horizontal (FiFG)
Vertical (GW) FiFG coming soon
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2 years ago  ::  Dec 13, 2010 - 8:07PM #27
sirkaikillah
Date Joined: Aug 22, 2007
Posts: 2,604

Dec 13, 2010 -- 5:15PM, battles14 wrote:

..,, it's getting harder and harder to make the case that GW is a stand-alone game. It's either the "Gamma World Roleplaying Game" or the "Gamma World Campaign Setting"; it can't be both.




It is the "D&D Gamma World Role Playing Game"  But dig deeper into the rules, D&D 4e and D&D Gamma World are different game with radically different character creation rules and incompatible advancement scales. 

My big complaint is that it was written with the assumption that the reader knows the D&D 4e rules.  I would guess, players who never played 4e would have many questions.  But on the side of the open ended rules especially regarding Character creation and card play, it allows Gms to just make stuff up.  For someone like me that is a breath of fresh air from games so solidly ruled you can't just "make stuff up."

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2 years ago  ::  Dec 13, 2010 - 10:45PM #28
The_Reverend_Morbid
Date Joined: Dec 4, 2010
Posts: 109

Dec 13, 2010 -- 8:07PM, sirkaikillah wrote:

But dig deeper into the rules, D&D 4e and D&D Gamma World are different game with radically different character creation rules and incompatible advancement scales.


That came as a shock to me. They keep billing it as though it can be fully intergrated. Superficially I suppose with monster stats, but between the cards and the d&d/gamma unique damage types it's not the simple drag and drop conversion they've been claiming.

The game's quirkiness makes it stand out, it definitely isn't in its quality.

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2 years ago  ::  Dec 14, 2010 - 5:02AM #29
Chandrak
  • Stampeding Hybrid
Date Joined: Aug 14, 2005
Posts: 862
I'm honestly kind of shocked that not only did they not print missing rules that were left out of the first box, but they actually missed several more, with no errata / rules downloads in sight.
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2 years ago  ::  Dec 14, 2010 - 7:35AM #30
sirkaikillah
Date Joined: Aug 22, 2007
Posts: 2,604

Dec 13, 2010 -- 10:45PM, The_Reverend_Morbid wrote:

Dec 13, 2010 -- 8:07PM, sirkaikillah wrote:

But dig deeper into the rules, D&D 4e and D&D Gamma World are different game with radically different character creation rules and incompatible advancement scales.


That came as a shock to me. They keep billing it as though it can be fully intergrated. Superficially I suppose with monster stats, but between the cards and the d&d/gamma unique damage types it's not the simple drag and drop conversion they've been claiming.

The game's quirkiness makes it stand out, it definitely isn't in its quality.



I think one could have a group of GW Pcs drop into a D&D 4e campaign and a group of D&D4e Pc drop into a GW campaign.  But you cannot have a campaign with a mix of D&D 4e and GW Pcs, without a lot of work and house rules.  I think that is where people get disappointed.  I think? 

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