Well since I recently got some free time I am once again tackling a project I have toyed with since 3.0 came out.
Making a D20 Gamma world. Yes I know there is one but Its not Gamma worldish enough for me. I am basing the system on the SRD mostly and using 4th edition as my main guide line since its rules are fairly close to D20 if not a precursor.
So I have done some of the work but this is one thing I am unsure of.
Base classes. This is what I have so far.
Adventurer - a generic class that picks up a few of the abilities of other classes. Not enough to take their spot life but sort of a jack of all trades class.
Examiner - The tech character. The person you want to look at the artifacts and figure out that pulling the pin on the grenade is a no-no when you don't know wjhat a grenade is.
Fighter - well the ahh.. Fighter. Basically same as D&D with bonuses to ac and a little DR
Martial Artist - A hand to hand melee man with little to no mysticism.
Mental Adept - Using mental mutations to their fullest and gaining new ones
Negotiator - The bard/face man for the group with some "inspiring" abilities.
Physical Adept - Using physical mutations to their fullest and gaining new ones.
Scoundrel - A rouge by any other name...
Scout - The ranger but more wilderness dude than fighter, not a wimp but not a match for the fighter. In gamma world the environment is just a little bit more dangerous.
Does any one have any basic archetypes they can think of that I missed. I haven't done any PrCs for the game. I will leave that to last most likely. I'm not looking for specialist since PrC's are gonna fill that nitch.
I am using SRD for fantasy not modern since Gamma world was much more FANTASY science fiction than hard science fiction. Introducing to much realism makes it harder to run the game. I am dropping Attacks of opportunity but every thing else is basically the same.
Thanks for any ideas or help.
I know there are other gamma world places on the web but most are not very active which is why I post here. Thanks
Later
Making a D20 Gamma world. Yes I know there is one but Its not Gamma worldish enough for me. I am basing the system on the SRD mostly and using 4th edition as my main guide line since its rules are fairly close to D20 if not a precursor.
So I have done some of the work but this is one thing I am unsure of.
Base classes. This is what I have so far.
Adventurer - a generic class that picks up a few of the abilities of other classes. Not enough to take their spot life but sort of a jack of all trades class.
Examiner - The tech character. The person you want to look at the artifacts and figure out that pulling the pin on the grenade is a no-no when you don't know wjhat a grenade is.
Fighter - well the ahh.. Fighter. Basically same as D&D with bonuses to ac and a little DR
Martial Artist - A hand to hand melee man with little to no mysticism.
Mental Adept - Using mental mutations to their fullest and gaining new ones
Negotiator - The bard/face man for the group with some "inspiring" abilities.
Physical Adept - Using physical mutations to their fullest and gaining new ones.
Scoundrel - A rouge by any other name...
Scout - The ranger but more wilderness dude than fighter, not a wimp but not a match for the fighter. In gamma world the environment is just a little bit more dangerous.
Does any one have any basic archetypes they can think of that I missed. I haven't done any PrCs for the game. I will leave that to last most likely. I'm not looking for specialist since PrC's are gonna fill that nitch.
I am using SRD for fantasy not modern since Gamma world was much more FANTASY science fiction than hard science fiction. Introducing to much realism makes it harder to run the game. I am dropping Attacks of opportunity but every thing else is basically the same.
Thanks for any ideas or help.
I know there are other gamma world places on the web but most are not very active which is why I post here. Thanks
Later


