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Gamma World vs. DnD4
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<blockquote data-quote="nogray" data-source="post: 5606004" data-attributes="member: 28028"><p>Monsters are pretty compatible; the Gamma World critters seem to follow the post-MM3 math. The main "work" you would possibly do is convert any Gamma World damage types to something appropriate to D&D. Gamma world has laser and radiation as damage types in place of D&D's radiant damage type. Easy switches are electricity to lightning and sonic to thunder. Gamma world also has physical as a damage type with resists and whatnot, and that is something D&D monsters typically don't resist, so that might bear looking into.</p><p></p><p>Gamma world "races" are more akin to half of a D&D class. They set out the powers, skill training, and whatnot for the character. They wouldn't necessarily be compatible, though you might be able to kludge something together, especially if you treated a single appropriate alpha mutation as an encounter power, with normal recharge rules. Higher levels of Gamma World characters have built-in encounter powers, but they get them at different levels. Also, the particular skills differ.</p><p></p><p>You might be able to make a balanced race by taking the origin novice power and making it a "racial" encounter power (or available as a power-swap at will, maybe, for experimentation purposes), noting the primary ability as the fixed +2 (then choose appropriate ones for the character to choose between for the other +2) to attribute, the skill they have (or some appropriate substitution) can be a racial skill bonus. Some of their other traits might work as-is. It would be case-by-case. You could also add their utility and expert powers as racial power-swaps, like the shade from Heroes of Shadow or themes. All of this is pretty heavily a kludge, though, and would require testing to see if it is worthwhile or not.</p><p></p><p>The Alpha powers and Omega tech items, at least as they play in Gamma World, aren't really compatible with the ideas of D&D, though some of the math may end up working out similarly.</p><p></p><p>Or, shorter form, mostly what Mr. Myth said. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="nogray, post: 5606004, member: 28028"] Monsters are pretty compatible; the Gamma World critters seem to follow the post-MM3 math. The main "work" you would possibly do is convert any Gamma World damage types to something appropriate to D&D. Gamma world has laser and radiation as damage types in place of D&D's radiant damage type. Easy switches are electricity to lightning and sonic to thunder. Gamma world also has physical as a damage type with resists and whatnot, and that is something D&D monsters typically don't resist, so that might bear looking into. Gamma world "races" are more akin to half of a D&D class. They set out the powers, skill training, and whatnot for the character. They wouldn't necessarily be compatible, though you might be able to kludge something together, especially if you treated a single appropriate alpha mutation as an encounter power, with normal recharge rules. Higher levels of Gamma World characters have built-in encounter powers, but they get them at different levels. Also, the particular skills differ. You might be able to make a balanced race by taking the origin novice power and making it a "racial" encounter power (or available as a power-swap at will, maybe, for experimentation purposes), noting the primary ability as the fixed +2 (then choose appropriate ones for the character to choose between for the other +2) to attribute, the skill they have (or some appropriate substitution) can be a racial skill bonus. Some of their other traits might work as-is. It would be case-by-case. You could also add their utility and expert powers as racial power-swaps, like the shade from Heroes of Shadow or themes. All of this is pretty heavily a kludge, though, and would require testing to see if it is worthwhile or not. The Alpha powers and Omega tech items, at least as they play in Gamma World, aren't really compatible with the ideas of D&D, though some of the math may end up working out similarly. Or, shorter form, mostly what Mr. Myth said. :) [/QUOTE]
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