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Gamma World Plant Origin Question?
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<blockquote data-quote="yarnperson" data-source="post: 5631460" data-attributes="member: 87847"><p>Seismic comes with resist 5 physical, the most common type of damage. It does not however have a +2 to a defense. But the resist pretty much makes up for it.</p><p></p><p>The Rat swarm not only has resist 5 melee/ranged as part of the swarmy-ness, but they have a second trait that makes them not able to be knocked prone.</p><p></p><p>Plants, where everyone else has a kinda nifty thing that makes them unique, they get what almost equates to vulnerability 5 fire. That's it. They could have SOMETHING else to help make up for this;</p><p>Don't need food, just water and sunlight.</p><p>Aura 1 of difficult terrain to enemies</p><p>Take half level damage to heal an adjacent ally one level.</p><p>Can be pushed, pulled, or slid when second winding.</p><p>Blind vision / tremor sense</p><p>An At-will instead of an encounter.</p><p>ANYTHING!</p><p></p><p>As a GM, I let anyone who rolls plant to roll again if they want. As a player, I be as reckless as possible until the plant dies, and I get to re-roll. I fully agree, completely under-powered.</p><p></p><p>You can say that Gamma World is not about balance. It's true. There are some great origins out there. Demons have a minor at-will attack/teleport.</p><p>AI's are less dazed and stunned. Reanimated regenerator would heal 1.5 level +1 hp a round and you could start at 30 HP. There are also some that don't really shine. But the whole point is, when it comes to origins, there's a few great, many good, some okay, and ONE bad.</p><p>Sorry for resurrecting a dead thread, but it needed to be said.</p></blockquote><p></p>
[QUOTE="yarnperson, post: 5631460, member: 87847"] Seismic comes with resist 5 physical, the most common type of damage. It does not however have a +2 to a defense. But the resist pretty much makes up for it. The Rat swarm not only has resist 5 melee/ranged as part of the swarmy-ness, but they have a second trait that makes them not able to be knocked prone. Plants, where everyone else has a kinda nifty thing that makes them unique, they get what almost equates to vulnerability 5 fire. That's it. They could have SOMETHING else to help make up for this; Don't need food, just water and sunlight. Aura 1 of difficult terrain to enemies Take half level damage to heal an adjacent ally one level. Can be pushed, pulled, or slid when second winding. Blind vision / tremor sense An At-will instead of an encounter. ANYTHING! As a GM, I let anyone who rolls plant to roll again if they want. As a player, I be as reckless as possible until the plant dies, and I get to re-roll. I fully agree, completely under-powered. You can say that Gamma World is not about balance. It's true. There are some great origins out there. Demons have a minor at-will attack/teleport. AI's are less dazed and stunned. Reanimated regenerator would heal 1.5 level +1 hp a round and you could start at 30 HP. There are also some that don't really shine. But the whole point is, when it comes to origins, there's a few great, many good, some okay, and ONE bad. Sorry for resurrecting a dead thread, but it needed to be said. [/QUOTE]
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