BLAST FROM THE PAST
Keeping in mind that this game is 40 years old, there were a lot of gaming designs done back in those days that we now know better.
Some of you may recall that the original DMG had conversion tables in it for converting Gamma World characters to AD&D... and vice versa. I always thought that was silly even at the time--why reinvent the wheel?
But that aside, the big gaming concept back then was an encyclopedia's worth of TABLES. Everything had to be resolved using a TABLE. I won't mention the worst offenders of that idea, but how could you sit around the gaming table and play the game when you were constantly looking up tables? So, for the most part, I'll be doing away with those, except as reference. Look something up and add it to your character sheet and you don't need to consult that table again until something about your character changes.
DICE ROLLING
For the most part, all actions will be resolved--WHEN NECESSARY--by rolling 1d20. High is good, low is bad.
ACTION | DICE ROLL | RESULT |
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Initiative: | Roll 1d20 + Dexterity modifier. | Highest roll goes first, etc. |
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Melee Attack: | Roll 1d20 + Weapon Class + Weapon Skill + Physical Strength modifier. | Beat target's AC. |
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Ranged Attack: | Roll 1d20 + Weapon Class + Weapon Skill + Dexterity modifier. | Beat target's AC. |
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Mutation Check: | Roll 1d20 + Mutation Score + Mutation's Attribute modifier. | Succeed on 15+. |
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Skill Check: | Roll 1d20 + Skill Rank + appropriate Attribute modifier. | Succeed on 15+. |
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Attribute Check: | Roll 1d20 + Attribute modifier. | Succeed on 15+. |
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INITIATIVE
I'm not going to use the 'roll every round', nor am I using the 'everything's simultaneous' rule. If you go first and kill your opponent, he doesn't get to attack and kill you back (unless he's got a Mutation that allows that!).
Use either Dexterity or Intelligence to determine your Initiative. If your Dexterity is greater than your Intelligence, use Dexterity. If your Intelligence is greater than your Dexterity, use Intelligence. If they are equal, which one you use is your choice.
EXPERIENCE POINTS
I was disinclined to use the term LEVEL for the various amounts of Experience Points, but I couldn't come up with anything better (which, of course, is the same problem that the original D&D games had). These Gamma World 'levels' already exist--they just didn't bother calling them that.
You gain Experience Points by surviving, by overcoming adversity and obstacles, by defeating enemies (not always in battle and not necessarily by killing them), by finding and figuring out some artifact, and by performing significant or daring actions.
Additionally, rather than randomly rolling for the benefit, I'm going to allow players to choose how their character improves when he acquires sufficient Experience Points to gain a 'level'.
~~~~~ EXPERIENCE POINT TABLE ~~~~~ | ~~~~~ | EXPERIENCE BONUS MATRIX |
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EXPERIENCE POINTS REQUIRED FOR BONUS | | BONUSES YOU CAN CHOOSE |
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1st Level | 0 - 3,000 | | +1 point to Charisma |
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2nd Level | 3,001 - 6,000 | | +1 point to Constitution |
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3rd Level | 6,001 - 12,000 | | +1 point to Dexterity |
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4th Level | 12,001 - 25,000 | | +1 point to Intelligence |
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5th Level | 25,001 - 50,000 | | +1 point to Mental Strength |
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6th Level | 50,001 - 100,000 | | +1 point to Physical Strength |
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7th Level | 100,001 - 200,000 | | +1 point to a Skill |
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8th Level | 200,001 - 500,000 | | +1 point to a Mutation's Score |
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9th Level | 500,001 - 1,000,000 | | +1d6 to Life Points |
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10th Level + | each additional 1,000,000 | | +1d6 Luck Points |
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This message was last edited by the GM at 15:55, Sat 15 Oct 2022.