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2 years ago ::
Feb 26, 2011 - 11:23AM
#1
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How do you guys handle Omega tech in battle, do you make them use minor actions to put away weapons and draw the omega tech, or do you just let them use the tech?
For example I have a character with a ranged weapon drawn and they want to throw a photon granade. Do they need to use two minors to get the granade and than a standard to throw, or do you just let them throw it and than have two more actions.
Right now I'm making them put away and draw, but I'm thinking of just letting it slide.
What do you think?
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2 years ago ::
Feb 26, 2011 - 11:50AM
#2
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Date Joined:
Feb 14, 2011
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Typically, since the Techs are "readied," I assume the players can just use them as the type of action listed.
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2 years ago ::
Feb 26, 2011 - 12:18PM
#3
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I was wondering that myself. I think I'm just going to let it slide. I don't see it breaking the game and I'd rather focus on the fun of GW than the rules.
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2 years ago ::
Feb 26, 2011 - 4:52PM
#4
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Date Joined:
Apr 17, 2008
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I don't make anyone spend actions for changing weapons. That kind of micromanagement is too much for Gamma World IMO.
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2 years ago ::
Feb 27, 2011 - 2:07AM
#5
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I don't make anyone spend actions for changing weapons. That kind of micromanagement is too much for Gamma World IMO.
Ditto, my group is mostly people that havent played DnD/GW so we opted for none of that haha.
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2 years ago ::
Feb 27, 2011 - 8:15AM
#6
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I don't make anyone spend actions for changing weapons. That kind of micromanagement is too much for Gamma World IMO.
I was going to ask this exact same question because I've been letting my players simply use any of the weapons at their disposal at any time.
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2 years ago ::
Feb 27, 2011 - 8:47AM
#7
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Date Joined:
Jan 12, 2011
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I'm not saying that removing drawing weapons isn't a valid house rule for the game, but they do list drawing weapons as a minor action in the Gamma World main book and...
...in Legion of Gold, one of the vocation feats (a grade TWO storyteller feat) gives quick draw. Making drawing weapons free would remove the value of that vocation. There may be some origins that rule would be nerfing, but I'm not sure.
In addition, theoretically having both a ranged or melee 2 handed weapon "readied" for opportunity attacks or granted basic attacks (from say an Engineered human) has an obvious game benefit as well.
While I believe Omega Tech should be considered readied, I'm not sure it's a good idea to remove drawing and sheathing weapons entirely. I don't think it's micromanagement.
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2 years ago ::
Feb 27, 2011 - 9:33AM
#8
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Date Joined:
Jan 20, 2011
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At my table, we spend actions for every thing as per the rules. Doing so forces us as players to think through how we spend our actions and even what order we spend them in. This probably slows down the game a bit which is fine at our table. We sort of enjoy this kind of thing. What I would suggest for those that don't is this. Let people draw and sheath with one minor action. This will save people from having to drop things which simplifies things rather well. Additionally, I would let players treat all none equipable Omega Tech as if they had Quick Draw when using it. The equipable tech is a different issue which I would suggest ignoring if you want to keep things simple. I suppose just treat it like it's good to go. I think this is a little more balanced, but whatever works for your table.
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2 years ago ::
Feb 27, 2011 - 12:20PM
#9
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You're right, by RAW, swapping equipment to use a weapon omega tech item would take 2 minor actions (or 2 minors AND a standard if you have a shield and you use 4e to fill in the holes) in succession and then again to switch back (during which you may or may not be left making opportunity attacks with your bare hands). And I definitely do appreciate, to some degree, the tactical element there.
[end RAW/fact, begin houserule/opinion]
Omega Tech is substantially more powerful than your garden variety encounter power, but a total of 4 minor actions (or 3 if you drop an expended item) is too high a surcharge for a 1/encounter item in any case. I mean, swapping equipment is a PitA in 4e already, where you're virtually never expected to do it in the first place, so I feel pretty comfortable leaving it out in Gamma World, where you could be doing it several times per encounter (switching between melee and ranged in addition to using omega tech).
I had considered using "switch held equipment" as a minor, or giving the players "(free action, limit 1/round, must be your turn) swap equipment." (Honestly, I would probably implement this in 4e straight-up.) I simply didn't think about it before the campaign started and some of the players new to 4e/RPGs-in-general have already gotten used to it this way, so I didn't end up making a change.
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2 years ago ::
Feb 27, 2011 - 3:57PM
#10
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So this is what I ended up doing when we played on saterday.
I let them use melee omega tech as a weapon with out "turning it on". One of my players had a force pike, so I let him use it as a standard 2 hand heavey weapon and activate the power only if he wanted to.
For ranged I said they had to switch them out, but for grenades after they threw it they were empty handed so only one action was needed to draw a new weapon.
I almost changed my mind and droped the draw/sheath, but than one of my players got the third arm and being able to hold a extra weapon became important.
I know in the end I can do what ever I want, but your input is great.
Thanks!
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