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I'm contuning my modifications of Gamma World for the Infinite Frosts project, and also under the assumption that some of my local players might read background detail and not wince at the idea the next time I pitch Gamma World as a game.
OK, so I managed to get the combat chart into some I can deal with - it looks like the bastard child of the V&V combat table and the old Weapon vs Armor charts from AD&D, but it's legible and makes sense. At least now it's what the weapon and armor types are (because they're in English) and I can make simple distinctions between rigid and mesh plastics or metals.
I defined Alloy armor as a metal-carbon/plastic overlay for more strength and less weight, and then defined Inertial armor as an Alloy mesh. Sheath and Plastic armor became rigid and mesh Plastic. No point in defining technical terms when the language has likely decayed long past this point. Finally, Energized armor was changed to provide mostly defense against energy attacks.
I also added an attack category for Fire, defined Vibration weapons as 'beams of sound' (since sonic weapons in Gamma World already have some nasty effects) and linked Electrical and stun attacks. This may sound like a lot, but the table already supported most of it, just in a more awkward way.
Now we come to the new conundrum: How the heck does anyone win a fight with low tech weapons?!? The majority of weapons do 1d4-1d8 damage to human sized opponents (having different damage scores for larger foes? How very AD&D - it's strange that I had forgotten that staple of the old game). Assuming some armor, the base chance to hit with an attack is around 40%. This means damage per attacker per round is roughly 2-3 points. Everyone has somewhere betweeen 9 and 15d6 HP. Fights are going to take all week!
No wonder people want higher tech weapons - otherwise hunting is a matter of beating something to death! But how to I fix this while keeping the 2E system more or less intact? I'll have to reread it to divine the author's intent.
OK, so I managed to get the combat chart into some I can deal with - it looks like the bastard child of the V&V combat table and the old Weapon vs Armor charts from AD&D, but it's legible and makes sense. At least now it's what the weapon and armor types are (because they're in English) and I can make simple distinctions between rigid and mesh plastics or metals.
I defined Alloy armor as a metal-carbon/plastic overlay for more strength and less weight, and then defined Inertial armor as an Alloy mesh. Sheath and Plastic armor became rigid and mesh Plastic. No point in defining technical terms when the language has likely decayed long past this point. Finally, Energized armor was changed to provide mostly defense against energy attacks.
I also added an attack category for Fire, defined Vibration weapons as 'beams of sound' (since sonic weapons in Gamma World already have some nasty effects) and linked Electrical and stun attacks. This may sound like a lot, but the table already supported most of it, just in a more awkward way.
Now we come to the new conundrum: How the heck does anyone win a fight with low tech weapons?!? The majority of weapons do 1d4-1d8 damage to human sized opponents (having different damage scores for larger foes? How very AD&D - it's strange that I had forgotten that staple of the old game). Assuming some armor, the base chance to hit with an attack is around 40%. This means damage per attacker per round is roughly 2-3 points. Everyone has somewhere betweeen 9 and 15d6 HP. Fights are going to take all week!
No wonder people want higher tech weapons - otherwise hunting is a matter of beating something to death! But how to I fix this while keeping the 2E system more or less intact? I'll have to reread it to divine the author's intent.
no subject
Date: 2006-08-11 04:18 pm (UTC)Sometimes we finish the fight in one session.....
Save me!!!!
no subject
Date: 2006-08-11 04:59 pm (UTC)You're using the latest edition of the game, right? The one that's using the d20 engine? If that's the case I don't know why fights are dragging that much unless you guys are really tough, you have too many players or the players don't know what they're doing. Or some combination of the three.
In any case, you're still beyond help. They seem to like it this way. Spill Pepsi on the battle mat and run while they're distracted.