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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 9252547" data-attributes="member: 27780"><p><strong><u>Dungeon/Polyhedron 94/153: Sep/Oct 2002</u></strong></p><p></p><p></p><p></p><p>part 8/10</p><p></p><p></p><p></p><p>Omega World: A post-apocalyptic wasteland filled with mutants and strange technology from before the nukes? Isn’t that called Gamma World? Well, yes, but Gamma World 6e is already in development, licensed out to White Wolf. Unfortunately, it’ll turn out to be widely slated for being both an overly serious take on the concept, and having terrible editing (terrible editing in a White Wolf book? surely not?!) that means the rules don’t fit the setting very well either, but oh well, we live and learn. In the meantime, Jonathan Tweet is doing this much lighter take on the same concept, which while still not quite as wacky as the old days, at least emphasises the random elements and the fact that it’s designed for short games rather than extended campaigns. If you like the 3e chassis but don’t particularly care about game balance, that definitely has potential. </p><p></p><p></p><p></p><p>Characters: Straight up, they emphasise the inversion of the usual character design process. There’s only a single class which is average in skill points and BAB, although you do get to choose which save is good, medium & bad, plus a bonus feat each level and I suppose nothing is stopping you from using classes from other sources. The real choice is in playing a pure strain human, in which case you’re relatively boring but do get the bonus skill points & feat, plus the ability to learn about tech as a class skill, or some kind of mutant, in which case it’s time to roll on those random mutation tables. There is some rough balancing going on here, with each mutation given a point value and the numbers of good mutations and defects roughly balancing out, but it’s still very possible to wind up with good or bad combinations of powers and have one character superior to another. If you get a bad one, you are actively encouraged to suicide them in the first combat encounter and roll up another character. So this continues the attempts to feel like a retro throwback, while having a little more going on under the hood that means it’s not quite as unfair as it seems at first. An interesting tightrope to try and walk. The new skills & feats section is very light indeed, with just one for doing psychic attacks with (presuming you have an appropriate mutation) one for knowledge of ancient tech, proficiency for powered armor or relic weapons, one for upgrading your mutations and the fairly common repeated one Multishot. Equipment is also pretty simplified, with a standard set plus one or two random things per character. The reduced number of decisions should definitely add up to make character creation a much faster process than standard 3e.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 9252547, member: 27780"] [b][u]Dungeon/Polyhedron 94/153: Sep/Oct 2002[/u][/b] part 8/10 Omega World: A post-apocalyptic wasteland filled with mutants and strange technology from before the nukes? Isn’t that called Gamma World? Well, yes, but Gamma World 6e is already in development, licensed out to White Wolf. Unfortunately, it’ll turn out to be widely slated for being both an overly serious take on the concept, and having terrible editing (terrible editing in a White Wolf book? surely not?!) that means the rules don’t fit the setting very well either, but oh well, we live and learn. In the meantime, Jonathan Tweet is doing this much lighter take on the same concept, which while still not quite as wacky as the old days, at least emphasises the random elements and the fact that it’s designed for short games rather than extended campaigns. If you like the 3e chassis but don’t particularly care about game balance, that definitely has potential. Characters: Straight up, they emphasise the inversion of the usual character design process. There’s only a single class which is average in skill points and BAB, although you do get to choose which save is good, medium & bad, plus a bonus feat each level and I suppose nothing is stopping you from using classes from other sources. The real choice is in playing a pure strain human, in which case you’re relatively boring but do get the bonus skill points & feat, plus the ability to learn about tech as a class skill, or some kind of mutant, in which case it’s time to roll on those random mutation tables. There is some rough balancing going on here, with each mutation given a point value and the numbers of good mutations and defects roughly balancing out, but it’s still very possible to wind up with good or bad combinations of powers and have one character superior to another. If you get a bad one, you are actively encouraged to suicide them in the first combat encounter and roll up another character. So this continues the attempts to feel like a retro throwback, while having a little more going on under the hood that means it’s not quite as unfair as it seems at first. An interesting tightrope to try and walk. The new skills & feats section is very light indeed, with just one for doing psychic attacks with (presuming you have an appropriate mutation) one for knowledge of ancient tech, proficiency for powered armor or relic weapons, one for upgrading your mutations and the fairly common repeated one Multishot. Equipment is also pretty simplified, with a standard set plus one or two random things per character. The reduced number of decisions should definitely add up to make character creation a much faster process than standard 3e. [/QUOTE]
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