[Gamma World] Built under D20 4th?

Post/Author/DateTimePost
#1

saice

Jul 19, 2008 14:17:59
Yeah I know white-wolf via S&S has pumped out a 'Gamma world' d20 modern and most likely still has the rights to it. But anyone look into converting the old Gamma world over to work in 4th ed?

I've been thinking about taking a crack at it but really did not want to reinvent the wheel if someone already started such a project.
#2

Hugin

Jul 22, 2008 11:55:25
There is a little bit of info in this thread near the bottom of the second post where it says '7th Edition (wishful thinking of Christmas, 2008)'. I'm not aware of any such project underway but it wouldn't hurt to ask over there either.
#3

wrecan

Jul 22, 2008 15:13:07
I would love a 4E/7th edition Gamma World, as long as it goes back to its roots as an over-the-top adventure romp in a post-apocalyptic world and not a dark and gritty slog through a morality play.

The problem with building Gamma World on D&D rules has always been that in Gamma World, class and race were combined, so it was hard to figure out what your character's role in a party was -- particularly since mutants got a variety of powers that didn't work well together.

I think I might specialize the types of characters into the class roles that 4th edition uses... I'd also divide it into animates and inanimates.
  • Defender
    • Pure Strain Human: Your healthy physique makes you the ideal front-line fighter.
    • Battlebot: Your titanium exterior makes you a relentless foe.

  • Striker
    • Mutant Animal: With claws and carapace, you rip into melee and rip out your opponent's throat.
    • Sniper Droid: Your lasers, grenades and missiles make you a devastating force in the field.

  • Controller
    • Mutant Human: With bizarre powers, you can unleash radiation-inspired damage on your foes from afar.
    • Artillery Bot: You use explosives, gas and radiation bombs to hamper your targets and bring them to their knees.

  • Leader
    • Mutant Plant: Your lifegiving powers, spores and pheromones harass the enemy and bolster your ally
    • Medical Droid: You are a phenom field medic, and your laser scalpels can be used for weal as well as woe.


I'd want some mechanism by which mutants can get powers from other mutant types, but restrict it so the mutant types (human/animal/plant) retain sufficient distinctiveness. I'd want to let the droids share tech powers in a similar way, so a medical droid could have a rail gun installed if it so wanted. Except that leaves PSHs out in the cold when it comes to customizability.
#4

saice

Jul 22, 2008 15:51:37
There is a little bit of info in this thread near the bottom of the second post where it says '7th Edition (wishful thinking of Christmas, 2008)'. I'm not aware of any such project underway but it wouldn't hurt to ask over there either.

Thanks for the info
#5

saice

Jul 22, 2008 16:46:06
The problem with building Gamma World on D&D rules has always been that in Gamma World, class and race were combined, so it was hard to figure out what your character's role in a party was -- particularly since mutants got a variety of powers that didn't work well together.

Well honestly you could just make race limited classes or use paragon paths to fit those parts of the world in. I was thinking about making a set of genril powers for races that people could take at some levels instead of there class powers as the way to fill in the whole mutation thing. Lastly you just just make powers in every class that are race limited. So a fighter might have a level 3 attack power that only mutants could use or some such.

My problem with meshing class/race into one thing is it sort of limits choices and makes multi-classing hard or non-logical.
#6

wrecan

Jul 22, 2008 16:56:14
I think if you shoehorn classes into Gamma World, it won't be Gamma World anymore. Gamma World doesn't have classes. It only has species. Multiclassing (in the sense of third edition) is illogical in Gamma World.

But 4th edition multiclassing can work to a limited extent. It makes sense (within the fundamentally nonsensical genetics that applies in Gamma World) that a mutant of one species might have a mutation that momics the mutation found in another type of mutant (i.e., a plant with radioactive claws). Let the person playing a Mutated Plant take a feat called "Bestial Convergence" so he can choose mutations from the Mutated Animal charts as he levels up. You can have a series of such feats, much like you have cross-class feats in 4th:

Mutant Crosses
Bestial Convergence: Allows a mutant to develop mutated animal powers
Florid Convergence: Allows a mutant to develop mutated plant powers
Hominid Convergence: Allows a mutant to develop mutated human powers
Disciple of Purity: Allows a mutant to learn powers of pure strain humans

Robotic Crosses
Defensive Upgrade Capacity: Allows a robot to learn Battlebot powers.
Artillery Upgrade Capacity: Allows a robot to learn Artillery Bot powers.
Medical Upgrade Capacity: Allows a robot to learn Medical Droid powers.
Targeting Upgrade Capacity: Allows a robot to learn Sniper Droid powers.

Pure Strain Humans cannot take any cross-power feats, but should get a different racial ability in exchange for it.
#7

saice

Jul 22, 2008 17:11:12
I could see you point there. But then would it not be better instead of class based system. Just go more in the vain of modern. Give races and use generic classes Fast/Strong/Smart ect and just have a pool of powers usable by each race regardless of class?
#8

wrecan

Jul 22, 2008 17:18:22
1) I don't see how you can allow Pure Strain Humans to take power of robots or mutants.
2) Robots and mutants should have different powers.
3) d20 Modern has no races. It only has classes. In that sense, Gamma World is like d20 Modern -- except replace the word "race" where you used to read "class"
#9

saice

Jul 22, 2008 17:24:08
1) I don't see how you can allow Pure Strain Humans to take power of robots or mutants.

Cybernetics and exposure to mutation giving environments as they explore the world.

2) Robots and mutants should have different powers.

True and I did say per race regardless of class.

3) d20 Modern has no races. It only has classes. In that sense, Gamma World is like d20 Modern -- except replace the word "race" where you used to read "class"

True again but then we will need a large number of "Class/race"es to cover what people would like to do. Yes old GW you had a limited number of options and a lot of randomness in those. But now people like to get more out of things. At minimum you would need one of each roll for each "Class/race".
#10

ranger_reg

Jul 23, 2008 2:37:13
Yeah I know white-wolf via S&S has pumped out a 'Gamma world' d20 modern and most likely still has the rights to it.

No, they don't. They returned the license and publishing right.
#11

saice

Jul 23, 2008 12:07:19
No, they don't. They returned the license and publishing right.

Oh nice good news indeed. I personally hated how they did GW.
#12

xChokeHazardx

Aug 03, 2008 23:20:21
Every edition after 3rd had classes. GWd20 had an appendix for using D&D3 rules and GW4 classes. Personally I prefer the approach in the earlier editions as far as your race being essentially your class, similar to OD&D. Since d20 had WAY too many rules and options and everything, I'm sticking with the originals and Mutant Future.