A couple of questions...
Presuming that the booster packs contain both Alpha Mutation and Omega Tech cards, how many of each come in a pack?
How well would the Omega Tech cards fit into a regular 4E game? I have visions of running a Dark Sun game which actually takes place in the wastelands of a future Earth which was devastated during the War of the Worlds (which we lost). I'm considering retooling most magic items as long-lost technology, and the Omega Tech cards would seem to suit me well.
Well, I'm not sure. One of the things in Gamma World is that the level bonus to all rolls is, essentially, doubled - rather than +1 every two levels, it's +1 a level. In a game with only 10 levels, this makes sense. In a game with 30 levels, it could get pretty hairy.
Also, in Gamma World, PCs are expected to get a treasure each encounter (each!), and one of the "balancing factors" is that they are mostly randomized (less so if players can build personalized decks, a feature I like but some hate). Also remember that Gamma World characters don't really have encounter powers, action points, or daily powers, whereas D&D characters do. Giving them to D&D characters would probably vastly increase the character's effectiveness, even if they were one-shot items.
Still, could be a fun idea to play with.
It seemed when I opened my boosters (I opened three different ones) that there were more mutations than omega tech, but that just may be that I was more interested at the time to look at mutations. I'd guess they are randomized. The cards are numbered seperately, though, and it seems like there are 120 omega tech cards and 80 differeent alpha mutations.
festivus said:
See this would be a problem stemming from familiarity of 4E. "Charging' exists there but it doesn't in GW. How do i know? It's not in the rulebook! Therefore there is no 'charge' attack in GW (and in a world with lots of guns who the heck would charge their foe anyways!?)
Yeah. And you have to wonder if maybe they didn't expect PCs to be able to charge. We generally allowed D&D features, but there are some differences (for example, rolling a natural 20 on your dying save doesn't do anything!).
One thing that does bug me is that there are no DCs for reviving a dying ally. It tells you the skill you use, but not the DC. And the DCs change depending on PC level, which might bug some players ("Why does it get harder to do the same things? What's the point of the +1 bonus if all my DCs go up by 1 as a result!?")
Still, the players were here today as part of our regular D&D game, and the players that played yesterday sung the game's praises to those that hadn't. I have a sneaky suspicion that, were we to play it regularly, my players might start making their personalized decks. And I kind of hope that happens.