4E & Gamma World

The only '4E' I need in my Gamma World came out in 1992. :)

But seriously, 4th edition GW is D20 based and a complete game in one volume. It is always my 'go to' edition of the game.

Though I admit that Darwin's World is very good.
 

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erk... I think the universe just shifted under me.

Are you guys saying, use the rules as is and just change the flavor text?

That's exactly what I'm saying... Easy peasy.

Why do you need new stats for mutant races? The Monster Manual is a whole book full of stats for "mutants".

I've done it before and it worked just fine. Should I tell you about the time a ran a game in the Rifts setting using D20 Modern rules? I ran the Sunless Citadel, Forge of Fury and Sleeper in Dreams adventures.

All you need is a flexible GM and some imaginative players.
 

erk... I think the universe just shifted under me.

Are you guys saying, use the rules as is and just change the flavor text?

I was taking the tak of comming up with actual new races and classes....

Nope, read my other posts...I would definitely not do anything like that.

To just change flavor text and work within the existing rules as is to me would be a rules light model. I would probably add some crunch to the system.

Example...For any mutant character, I would have a random chart with say 40 or so At Will Mutations that are generated, you guessed it, RANDOMLY. These would scale with your character a lot more often then at 11th and 21st level.

I would also probably add a system for "defect" mutations, and varying levels of those to account for adding more positive mutations to your character.

All the classes would need to be reworked, and I probably would drop several of them (No clerics, paladins, warlords). Contrary to another post, I would make sure Healing Surges were quite normal, to alleviate ever needing any type of Healing class. Though I don't mind my GW to be gritty, I would still want healing surges to make up for the loss of the cleric class.

The balance of how to break down race and class will be tricky, as to where you draw the line of determining Mutant Human, Mutant Animal, or Mutant Plant...and of course the good 'OL PSH. You could also use the Mutant Future method and add Androids.
 

That's cool. I'd still love it. In the end I would prefer some actual changes to the crunch. But the reflavoring, to me, has it's merits.

And yes, I can't really get past the idea that random mutations are a very big part of the game. Without it the game would not quite be Gamma World.
 

And yes, I can't really get past the idea that random mutations are a very big part of the game. Without it the game would not quite be Gamma World.

It's not just random mutations. The very idea of "balance" in gamma world is laughable. It is crazy, wahoo over the top weirdness where one character is a pure strain human doctor with a 1890s medical bag and another is a mutant bear who shoots disintegration rays out of his backside (together, they fight crime!) 4E's role and power balancing is just not a good fit at all.

Hell, it was hard enough to try and maintain balance in the d20 version by S&S in writing the character generation chapter while staying true to the GW feel. If you want 4E Gamma World, pick up Gamma World 4E.
 

I think you could do well to use the basics of 4e, and then throw away the rest. Have random powers, and each random mutation gives you a few powers as you advance. Or something.
 

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