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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Has anyone attempted to gamma world(ize) D&D?
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<blockquote data-quote="OnlineDM" data-source="post: 5510928" data-attributes="member: 90804"><p>This is a good idea - I'm surprised no one has tried it yet! (Maybe someone has and I just haven't heard about it.) It sounds like "quick-start, streamlined 4e," which might be a lot of fun, especially for one-off games.</p><p></p><p>You'll have to think about whether you want to do Gamma World style healing (Second Wind as a minor, and you regain half of your maximum HP) or regular 4e style (Second Wind as a standard, and the Leader role can hand out healing as a minor; value healed is a quarter of maximum HP plus possible bonuses). I agree that doing away with surges and daily powers is the way to go - have everything recharge at the encounter level. If you go with Gamma World style healing, what will be the benefit of being a Leader class? On the other hand, if you go with 4e style healing, what happens if no one happens to roll a Leader class?</p><p></p><p>If you want to make use of actual daily powers, you can make your equivalent of Omega Tech into dailies. So, take Flaming Sphere and make it a special power that you can discover and use once, with the possibility of it sticking around for another battle depending on your saving throw roll at the end of combat.</p><p></p><p>Hmm, yes, I think Alpha Mutation = Feats and Omega Tech = Daily Powers could work pretty well. You can also have utility powers in your Alpha Mutations and magic item daily powers in your Omega Tech, but I think the general idea of having random bonuses that come and go instead of choosing feats and daily powers could be a lot of fun.</p><p></p><p>Good luck, and keep us posted!</p></blockquote><p></p>
[QUOTE="OnlineDM, post: 5510928, member: 90804"] This is a good idea - I'm surprised no one has tried it yet! (Maybe someone has and I just haven't heard about it.) It sounds like "quick-start, streamlined 4e," which might be a lot of fun, especially for one-off games. You'll have to think about whether you want to do Gamma World style healing (Second Wind as a minor, and you regain half of your maximum HP) or regular 4e style (Second Wind as a standard, and the Leader role can hand out healing as a minor; value healed is a quarter of maximum HP plus possible bonuses). I agree that doing away with surges and daily powers is the way to go - have everything recharge at the encounter level. If you go with Gamma World style healing, what will be the benefit of being a Leader class? On the other hand, if you go with 4e style healing, what happens if no one happens to roll a Leader class? If you want to make use of actual daily powers, you can make your equivalent of Omega Tech into dailies. So, take Flaming Sphere and make it a special power that you can discover and use once, with the possibility of it sticking around for another battle depending on your saving throw roll at the end of combat. Hmm, yes, I think Alpha Mutation = Feats and Omega Tech = Daily Powers could work pretty well. You can also have utility powers in your Alpha Mutations and magic item daily powers in your Omega Tech, but I think the general idea of having random bonuses that come and go instead of choosing feats and daily powers could be a lot of fun. Good luck, and keep us posted! [/QUOTE]
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Community
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Has anyone attempted to gamma world(ize) D&D?
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