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Gamma World...Impressions.
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<blockquote data-quote="Lancelot" data-source="post: 5432830" data-attributes="member: 30022"><p>I've been massively impressed with the Gamma World re-release. It's streamlined 4e (somewhere between "classic" D&D and the new Essentials release). For anyone not familiar with some of the mechanical changes from 4e D&D...</p><p></p><ul> <li data-xf-list-type="ul">Character Creation is semi-random. Roll randomly for origins (two). Each origin comes with a "Prime Requisite" stat. If the two stats are different, you get an 18 in the first stat and a 16 in the second. If both stats are the same (e.g. both origins use Strength powers), you get a 20 in that single stat. All other stats are rolled on 3d6! This gives you a randomly rolled character that could have some incredible flaws (Charisma 3! Intelligence 3!), but is still always capable in their primary abilities.</li> <li data-xf-list-type="ul">No healing surges. You can Second Wind once per encounter, and this restores 1/2 your HP (as opposed to 1/4 your HP, in 4e D&D). At the end of each encounter, you regain ALL of your missing HP. So, very little resource management... and no need to worry about Short vs Extended Rests.</li> <li data-xf-list-type="ul">Combats are brutally fast-paced. Both PCs and monsters do much-increased damage. Unlike pre-Essentials 4e, a Level 1 monster can easily punch the ticket of your Level 1 PC if it rolls well in a single round - and vice versa. This harkens back to the days of Basic D&D, where a combat can be decided in a couple rounds.</li> <li data-xf-list-type="ul">The random aspect of the cards is actually a lot of fun as a player (and they are <u>completely</u> optional). There aren't many other D&D variants where rolling a natural 1 isn't a pain. As noted above, rolling 1's may be a temporary failure... but it may gain you a new random power in combat.</li> <li data-xf-list-type="ul">Simple but flavorful equipment options. In seconds, you can work out anything from a slingshot to a rocket launcher to a Nuka Cola Grenade (TM).</li> </ul><p>I've got a hankering to run it with the Fallout setting. The random Ancient items table is great for all those knickknacks you find in the Fallout computer games, and the backgrounds mesh nicely with the broad range of things you can play (or have as companions): ghouls, super-mutants, nightkin, robotic dogs, flying eyebots, engineered humans, cyborgs, etc. Add a bit of classic 50's Americana, a couple of flavorful maps (Fallout: Miami...?), and it'd make a tremendous mini-campaign.</p></blockquote><p></p>
[QUOTE="Lancelot, post: 5432830, member: 30022"] I've been massively impressed with the Gamma World re-release. It's streamlined 4e (somewhere between "classic" D&D and the new Essentials release). For anyone not familiar with some of the mechanical changes from 4e D&D... [LIST] [*]Character Creation is semi-random. Roll randomly for origins (two). Each origin comes with a "Prime Requisite" stat. If the two stats are different, you get an 18 in the first stat and a 16 in the second. If both stats are the same (e.g. both origins use Strength powers), you get a 20 in that single stat. All other stats are rolled on 3d6! This gives you a randomly rolled character that could have some incredible flaws (Charisma 3! Intelligence 3!), but is still always capable in their primary abilities. [*]No healing surges. You can Second Wind once per encounter, and this restores 1/2 your HP (as opposed to 1/4 your HP, in 4e D&D). At the end of each encounter, you regain ALL of your missing HP. So, very little resource management... and no need to worry about Short vs Extended Rests. [*]Combats are brutally fast-paced. Both PCs and monsters do much-increased damage. Unlike pre-Essentials 4e, a Level 1 monster can easily punch the ticket of your Level 1 PC if it rolls well in a single round - and vice versa. This harkens back to the days of Basic D&D, where a combat can be decided in a couple rounds. [*]The random aspect of the cards is actually a lot of fun as a player (and they are [U]completely[/U] optional). There aren't many other D&D variants where rolling a natural 1 isn't a pain. As noted above, rolling 1's may be a temporary failure... but it may gain you a new random power in combat. [*]Simple but flavorful equipment options. In seconds, you can work out anything from a slingshot to a rocket launcher to a Nuka Cola Grenade (TM). [/LIST] I've got a hankering to run it with the Fallout setting. The random Ancient items table is great for all those knickknacks you find in the Fallout computer games, and the backgrounds mesh nicely with the broad range of things you can play (or have as companions): ghouls, super-mutants, nightkin, robotic dogs, flying eyebots, engineered humans, cyborgs, etc. Add a bit of classic 50's Americana, a couple of flavorful maps (Fallout: Miami...?), and it'd make a tremendous mini-campaign. [/QUOTE]
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