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Switch to Forum Live View House rules being used
2 years ago  ::  Mar 13, 2011 - 8:46AM #1
jmoe_ray
Date Joined: Mar 13, 2011
Posts: 2
Just looking to see what other people are using as far as house rules in their Gamma World games. I'm about to run my first game and so far I plan on using one Omega tech draw deck, giving the characters both of their origins overcharge bonuses, and (for the first session at least) using a single Alpha mutations deck.
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2 years ago  ::  Mar 13, 2011 - 9:49AM #2
Cazra
Date Joined: Nov 21, 2009
Posts: 181
1) We apply overcharge bonuses from both our origins. They stack.
2) New characters receive starting Omega Tech equal to the party's level / 2 (round down).
3) New characters above first level receive both a starting melee and ranged weapon.
4) Forced movement can be used to slam opponents into solid objects. This deals 1d6 damage regardless of the amount of forced movement, and it immediately ends the forced movement.
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2 years ago  ::  Mar 13, 2011 - 10:18AM #3
MiniatureGeek
Date Joined: Jun 6, 2008
Posts: 126
I stole this from someone else on the board but we make all novice powers at-will standard actions.
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2 years ago  ::  Mar 13, 2011 - 10:35AM #4
jmoe_ray
Date Joined: Mar 13, 2011
Posts: 2
I was actually planning on using that one too. I can just imagine the angry looks when someone rolls magnetic and i have to tell them the bad news.
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2 years ago  ::  Mar 13, 2011 - 11:14AM #5
delong1522
Date Joined: Jan 12, 2011
Posts: 27
For starters, I'm allowing the following from the rules compendium: bullrush, charge, grab, aid attack, aid defense, aid another and total defense. I'm also nerfing the magnetic origin's novice power if it ever comes up. We're using the primary origin's overcharge bonus (except for the Engineered human since it seems to be the lone exception).

Omega tech cards use slots, just like 4th edition.

I have no idea whether these house rules were intended, but they seem right to me.
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2 years ago  ::  Mar 13, 2011 - 9:24PM #6
Oraibi
Date Joined: Apr 17, 2008
Posts: 438

Mar 13, 2011 -- 9:49AM, Cazra wrote:


2) New characters receive starting Omega Tech equal to the party's level / 2 (round down).
3) New characters above first level receive both a starting melee and ranged weapon.




#2 is a pretty good idea.

#3 is already in the core rules, though.

Gamma World Downloads: Character sheets, GM screen, adventures, monsters, house rules, cards, and more!
You can usually find my posts at the Gamma World forum.
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2 years ago  ::  Mar 13, 2011 - 9:39PM #7
Cazra
Date Joined: Nov 21, 2009
Posts: 181
woops... Somehow I misred it as they either get a melee weapon or a ranged weapon at first level, but not both.

5) I also allow tactical maneuvers from Rules Compendium like Delong said.

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2 years ago  ::  Mar 14, 2011 - 2:07AM #8
FrozenWastes
Date Joined: Feb 23, 2009
Posts: 870
At the end of an encounter if you didn't use your Alpha power in any way, shape or form, you can keep it if you want to.  Everyone shares a single card deck.  If you draw one you've had already for that character, you can draw another.  You have to keep that second Alpha card.

 
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2 years ago  ::  Mar 19, 2011 - 10:26PM #9
ChaoticGood
Date Joined: Jul 27, 2001
Posts: 332
In my upcoming Gamma World game, I will be house-ruling the way gun ammunition works.

1. Whenever a player rolls a 1 on an attack roll with a gun, they are out of ammo.
2. At the end of an encounter in which a PC used a gun, that PC must make an ammo check, which follows the same rules as an Omega Tech charge check (10 or better passes). If they fail this check, they are out of ammo.

This is not so much a house-rule as a rules interpretation, but I have also decided to follow this process for giving new characters weapons.

1. Player describes the type of weapon they'd like.
2. GM chooses the closest approximation from the rules, taking into consideration the character's highest combat statisitc (Str/Con or Dex/Int) so as not to screw the player.
3. GM makes alterations to the printed rules as necessary. (For example, if the player requested a homemade flamethrower, this could be a heavy two-handed gun - treating the fuel it burns as ammo - but all damage the weapon deals is fire damage.)

This will eliminate some of the equipment stat-gaming that slows down the character creation process.

Encounters DM, Season 4 & Season 5 - Amorous Armadillo Game Shoppe - Oviedo, FL
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2 years ago  ::  Mar 20, 2011 - 10:44AM #10
OpsKT
Date Joined: Sep 1, 2009
Posts: 777

Mar 13, 2011 -- 9:49AM, Cazra wrote:

1) We apply overcharge bonuses from both our origins. They stack.
{snip}
4) Forced movement can be used to slam opponents into solid objects. This deals 1d6 damage regardless of the amount of forced movement, and it immediately ends the forced movement.




For 1, you kinda have to, or the ENgineered Human has no point to having a +2 overcharge all, don't they? Unless you have a house rule for placing the two origins in the order the player wants. 

Mar 19, 2011 -- 10:26PM, ChaoticGood wrote:

In my upcoming Gamma World game, I will be house-ruling the way gun ammunition works.

1. Whenever a player rolls a 1 on an attack roll with a gun, they are out of ammo.
2. At the end of an encounter in which a PC used a gun, that PC must make an ammo check, which follows the same rules as an Omega Tech charge check (10 or better passes). If they fail this check, they are out of ammo.

This is not so much a house-rule as a rules interpretation, but I have also decided to follow this process for giving new characters weapons.

1. Player describes the type of weapon they'd like.
2. GM chooses the closest approximation from the rules, taking into consideration the character's highest combat statisitc (Str/Con or Dex/Int) so as not to screw the player.
3. GM makes alterations to the printed rules as necessary. (For example, if the player requested a homemade flamethrower, this could be a heavy two-handed gun - treating the fuel it burns as ammo - but all damage the weapon deals is fire damage.)

This will eliminate some of the equipment stat-gaming that slows down the character creation process.




Your first thing sounds very much like an option out of Star Wars Saga. I like it. 

The second is a good idea,  sounds like my easy theory of, "adding an effect to a weapon drop the die damage code by one." but with more details. Mine so far is kinda ad-hic. For examples, say they want a shotgun. Take Heavy 2-hand gun, add close blast 3, drop damage dice from 2d10 to 2d8. Want a taser gun? Take light 1 handed ranged (no bullets), make damage electrical/lightning and vs Fort, drop die damage form 1d8 to 1d6. And so on. 

No one wins in the Edition Wars. The whole hobby loses.

Wizards did not lose me as a DDI subscriber with the Online CB, they lost me long before that. And I have let my Herald Level GM Status lapse after 8 years. Wizards lack of support and the Edition Wars Trolls that are poorly moderated just managed to take all the fun out of public events.
~~ KT
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