4E Gamma World

Most of the rules for WHFRP are (unsurprisingly) in the Rulebook, which is only 96 pages. The classes and powers are printed separately on cards, which saves a lot on book space.

It seems to me that the new GW will have a similar setup, so I don't see why it should be a problem...
 

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The podcast on Gamma World was pretty entertaining. I gotta say I'm intrigued by both this and the Ravenloft boardgame. I appreciate that they are keeping the tone of the game sort of zany with strange mutations, plant PC's etc.
 

The podcast on Gamma World was pretty entertaining. I gotta say I'm intrigued by both this and the Ravenloft boardgame. I appreciate that they are keeping the tone of the game sort of zany with strange mutations, plant PC's etc.
Agreed. I want a mutant half-yeti, half-cockroach!
 



I still want to be a gun slinging cactus. I am very much looking forward to this release. I expect that the game itself won't have classes, but rather everything is derived from the cards. I'd also expect to see expansion cards go on sale to expand the power sources (that you draw randomly when you level up).
 

I believe in the podcast they mentioned it would be classless. It's mostly about gluing two themes together to make a sort-of race / class thing. The theme sort of helps define the roll, like yeti being mentioned as being tank-like.

Interestingly, the mechanics are supposed to be similar enough to 4E. So similar in that you can port around monsters from either system without much difficulty with a few exceptions. Notably no 4E monsters have radiation resistance :)
 

I believe in the podcast they mentioned it would be classless. It's mostly about gluing two themes together to make a sort-of race / class thing. The theme sort of helps define the roll, like yeti being mentioned as being tank-like.

Interestingly, the mechanics are supposed to be similar enough to 4E. So similar in that you can port around monsters from either system without much difficulty with a few exceptions. Notably no 4E monsters have radiation resistance :)

Necrotic is probably pretty equivalent to radiation, actually.
 

I played an AD&D game where we found this weird gizmo; sometimes it would do things (I don't remember now if it was a spinning needle or a pulsing crystal or what). So we wandered around in the desert, finding the spots (mostly ruins, some of which had disturbing idols of some kind of squid-headed being) where it spun/pulsed the most. Shortly thereafter, the GM started describing how some PCs' hair was falling out. Apparently, we found a geiger counter, and had been following it into highly radioactive ruins of Cthulhu cult temples.

So, it's entirely appropriate to me that D&D monsters & characters have no radiation resistance. It's tradition! ;)
 

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