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DM Question Gamma World- Alpha Flux WTF? Advice needed.
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<blockquote data-quote="Goonalan" data-source="post: 6159100" data-attributes="member: 16069"><p>We rolled up some characters for a one-off game of 4th edition based Gamma World and we had a bit of spare time so we decided to play a simple one-off encounter just to see it work.</p><p></p><p>In game when a player rolls a '1' on a D20 (for any d20 roll in an encounter) they suffer an 'Alpha Flux'- basically they discard their Alpha Mutation card and then pick another form the deck. Which is all well and good but in the course of one combat encounter (maybe seven rounds of play), with multiple attack area effects, skill checks and saving throws etc. the players managed to roll '1' nine times- one guy changed his card three time in the same round.</p><p></p><p>The result was the players didn't use any of their Alpha Mutations, or at least most of them didn't (only two did)- two of the five players decided not to even read their cards- not because they're bad, or even that they don't like the system, it's just there were plenty of other things going on in the fight...</p><p></p><p>Do people have a house-rules for this? If so, can I hear some?</p><p></p><p>As an aside we're going to play through 'Steading of the Iron King' next week- there seems to be a lot of Omega Tech stuff given out, I realise these items are one-shots (subject to a roll), but there seems to be one per player for almost every encounter, or thereabouts. In fact I've just been back and scanned the scenario and a party that makes its way through all 8 encounters will draw 40+ Omega Tech cards over the course of the adventure.</p><p>That seems a little like over-kill, too many- we're on mid-Paragon level in our 4e main campaign and sometimes the card/power situation is a little fraught. I understand that Gamma World is a different kettle of fish- I get the idea is use your tech when you get it, or so it seems- but 40+, eight extra items each plus the ever changing Alpha Mutations, it seems a little meh.</p><p></p><p>Again any suggestions of how this has worked out for you, or else how have you house-ruled it?</p><p></p><p>The rest of the encounter was lush, the Tech and Mutations thing could be just a blip, but the guys were/are enamoured by their PCs already- the card thing just seemed to be tacked on.</p><p></p><p>For info the party includes-</p><p></p><p>Major Blat- a genetically engineered super-soldier human/cockroach armed with a giant saw-toothed pizza cutter; Cockroach/Engineered Human combo.</p><p></p><p>Tesla Van Der Graaf- a 3rd grade paunchy forty-five year old mustachioed glasses-wearing science teacher dressed in a padded tron suit who thinks he's a super-hero, armed with a compressed air bolt gun; Electrokinetic/Telekinetic combo.</p><p></p><p>Doofus- a dumb all-knowing Yeti, armed with a road sign and flinging icicles, wearing an freezer plant/air conditioning unit on his back; Yeti/Hypercognitive.</p><p></p><p>Tiger Woods- a giant plant who drives a golf cart and is armed with a flag pole and golf clubs; Plant/Giant combo.</p><p></p><p>& </p><p></p><p>Slim Pickings- a vultureoid hells angel armed with a shotgun and a samurai sword; Hawkoid/Gravity Controller.</p><p></p><p>All rolled at random, with no changes or swap-outs; as I say above the players were just in fits playing these guys, the card issue seemed to be the only thing that stuck out as difficult, or else a little silly- well not silly, silly is generally a good thing- just less fun.</p><p></p><p>I don't want to ditch it if I can make it work, and fun, so...</p><p></p><p>Suggestions, we start the scenario next Wednesday or Thursday (25th) so I'd appreciate any ideas before then.</p><p></p><p>Cheers Goonalan.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 6159100, member: 16069"] We rolled up some characters for a one-off game of 4th edition based Gamma World and we had a bit of spare time so we decided to play a simple one-off encounter just to see it work. In game when a player rolls a '1' on a D20 (for any d20 roll in an encounter) they suffer an 'Alpha Flux'- basically they discard their Alpha Mutation card and then pick another form the deck. Which is all well and good but in the course of one combat encounter (maybe seven rounds of play), with multiple attack area effects, skill checks and saving throws etc. the players managed to roll '1' nine times- one guy changed his card three time in the same round. The result was the players didn't use any of their Alpha Mutations, or at least most of them didn't (only two did)- two of the five players decided not to even read their cards- not because they're bad, or even that they don't like the system, it's just there were plenty of other things going on in the fight... Do people have a house-rules for this? If so, can I hear some? As an aside we're going to play through 'Steading of the Iron King' next week- there seems to be a lot of Omega Tech stuff given out, I realise these items are one-shots (subject to a roll), but there seems to be one per player for almost every encounter, or thereabouts. In fact I've just been back and scanned the scenario and a party that makes its way through all 8 encounters will draw 40+ Omega Tech cards over the course of the adventure. That seems a little like over-kill, too many- we're on mid-Paragon level in our 4e main campaign and sometimes the card/power situation is a little fraught. I understand that Gamma World is a different kettle of fish- I get the idea is use your tech when you get it, or so it seems- but 40+, eight extra items each plus the ever changing Alpha Mutations, it seems a little meh. Again any suggestions of how this has worked out for you, or else how have you house-ruled it? The rest of the encounter was lush, the Tech and Mutations thing could be just a blip, but the guys were/are enamoured by their PCs already- the card thing just seemed to be tacked on. For info the party includes- Major Blat- a genetically engineered super-soldier human/cockroach armed with a giant saw-toothed pizza cutter; Cockroach/Engineered Human combo. Tesla Van Der Graaf- a 3rd grade paunchy forty-five year old mustachioed glasses-wearing science teacher dressed in a padded tron suit who thinks he's a super-hero, armed with a compressed air bolt gun; Electrokinetic/Telekinetic combo. Doofus- a dumb all-knowing Yeti, armed with a road sign and flinging icicles, wearing an freezer plant/air conditioning unit on his back; Yeti/Hypercognitive. Tiger Woods- a giant plant who drives a golf cart and is armed with a flag pole and golf clubs; Plant/Giant combo. & Slim Pickings- a vultureoid hells angel armed with a shotgun and a samurai sword; Hawkoid/Gravity Controller. All rolled at random, with no changes or swap-outs; as I say above the players were just in fits playing these guys, the card issue seemed to be the only thing that stuck out as difficult, or else a little silly- well not silly, silly is generally a good thing- just less fun. I don't want to ditch it if I can make it work, and fun, so... Suggestions, we start the scenario next Wednesday or Thursday (25th) so I'd appreciate any ideas before then. Cheers Goonalan. [/QUOTE]
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