Just ordered Gamma World! Wheeee!

Biohazard

First Post
Wheeee! I just ordered the Gamma World Player's Handbook. It will be in my greasy hands by the end of this week. I know there have been mixed reviews, but I'm such a Gamma World fanatic I don't care. I don't care, dammit!

Some thoughts:

1. Has anyone contemplated using D&D 3.5 as the engine for GW, rather than d20 Modern? I know the GWPHB contains info for doing this (at least, I think it does). What classes are used? How does it differ in operation from the d20 Modern setup?

2. I wonder if GURPS Biohazard and GURPS Ultratech would be useful for beefing up GW...at least until all the additional material comes out.

3. We need a special Gamma World forum!!!!! :D

Later
 

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Biohazard said:
1. Has anyone contemplated using D&D 3.5 as the engine for GW, rather than d20 Modern?

At first yes, but even though I'm not a fan of D20 Modern's classes I think that they are actually a good fit for GW.

I know the GWPHB contains info for doing this (at least, I think it does). What classes are used?

Enforcer - Basically a fighter with 3 skill points/lvl. Replaced the "feat every other level" with 7 bonus Feats & 5 "talents" by 20th level.

Esper - d8 hp, 4 skill points, average BAB & good will save. Gains psychic "feats" & related abilities.

Examiner - d6 hp, 8 skill points, poor BAB, good Ref & Will saves. Special abilities are knowelege related.

Scout - d8 hp, 6 skill points, average BAB, good ref saves. Apropriate special abilities (track, evasion, survival etc)

(basically an ode to 4E's classes)

How does it differ in operation from the d20 Modern setup?

Besides the character classes there are short bits on replacing Wealth with D&D's hard currency system, suggestions for adding action points & a plug to buy Modern anyways because D&D doesn't have vehicle or other "modern" feats.

That's the extent of the "3.5 converion".
 
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