It's Coming

NeghVar said:
Still...the Explorer class only has 10 levels of advancement...this too adds to my feeling about long term viability.

Later!

I don't think they meant that it's limited to 10 levels; they do say that if the character manages to reach 10th level and higher, you can do the math yourself. I think it was more to save room than anything else.
 

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It's Heeeeeeeere! Let the mutations begin! I love the art! The mind flayer on the Dungeon end is kewl, too! We're getting ready for my son's Eagle Scout Court of Honor this week, so I will not have much time to read.
 

Arclight said:
Thanks for the info! If you haven't typed your arm off could we get some more details?

1) Could you post a sample mutation?

2) If the mutations are random, what are the Point Values for? Is there a Point Buy option as well?

3) How does Artifact discovery work? Is there a flowchart? Is there a possibility for disaster?

4) Are Black Ray weapons One Shot/One Kill?

5) What is a Laser Sword? How is it different from the classic GW Vibro Knife?

6) Can Hoops still turn metal to rubber?

1). Light Slip
The mutant bends light around itself, making itself invisible. The effect lasts 5 rounds. (Attacking doesn't make the mutant turn visible.)
Uses: 1/day
Feat: +1 use per day, repeatable
Value: 8

2). No point buy option...you roll for mutations until you reach a value of 10 points. Then you roll for defects until their total equals or exceeds your mutation total.

3). Refer to Random Relic Status chart when you get the issue. (Sorry...way to much to type on this one - if I find time later today I may readresss this.)

4). Take x damage, then make a fortitude save DC 20 for riffle, DC 18 for pistol, DC 18/13 for grenade or die.

5). Laser Sword = Light Saber. Everything is the same for the laser sword and vibro blade, except the laser sword has a 17-20 crit, and the vibro blade has an 18-20 crit.

6). Colonel Hardisson answered this already. Thanks Col!

Later!
 

Thanks guys! It sounds better than I expected. Taking Feats to use cool powers multiple times per day is a great design choice IMO. Not to mention all the new equipment has me chomping at the bit. Sounds like Tweet did it up right.
 

Not that it's a big deal, but I was glad to see stats for androids and robots in there. I'd been waiting on non-Star Wars WotC d20 robots for a while. I was curious to see how they'd handle them. Anyway, they also help me move a bit closer to doing that conversion of Expedition to the Barrier Peaks I've been meaning to do...someday...
 


Glad you guys are enjoying the game. I think it's important to point out that Jonathan's comments about balance and campaign longevity refer to _Omega_ World, and aren't necessarily an evaluation of the long-term campaign viability of any of the previous Gamma World editions or the Gamma World post-apocalyptic campaign setting in general.

Omega World is really, really, really deadly. Most players will go through a couple characters during a campaign, and in some cases dying isn't such a drag because it's always fun to roll for more random mutations. Omega World stresses random die rolls much more heavily than the core d20 game, so that's another reason why things can go from bad to worse literally on the turn of a die.

Someone upthread mentioned that the game is a great d20 toolkit you can use to adapt earlier material. I couldn't agree more. There's just not enough room in about 45 pages to give all sorts of details on the Cryptic Alliances, for instance. New players can feel free to make up those details, while existing Gamma World enthusiasts already know where to turn to find the juicy details they'll no doubt want for their next campaign.

Keep up the feedback, folks. We love to heard how we've done (even if you don't agree with some of our choices)!

Thanks,

Erik Mona
 

Gosh...........it kinda sounds like they really didn't give it the full attention it truly deserves. So, who is going to combine this with 4th edition and truly make it a Gamma World d20 that it truly deserves?
 


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