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How compatible are Gamma World and D&D 4e?

Started by KrakaJak, October 21, 2010, 10:46:15 PM

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KrakaJak

More specifically the monster manuals and their monsters threat levels? The monsters in gamma world are great, but there is very few of them. I'd like to know before I pick up a D&D MM.

So anyone out there familiar with both games out there?
-Jak
 
 "Be the person you want to be, at the expense of everything."
Spreading Un-Common Sense since 1983

Benoist

I don't have the game yet but it's been shipped. From what I could gather around, monsters seem to be the most compatible elements between the games. They basically function using the same mechanics and all, whereas some of the PCs mechanics vary more (how you regain hit points, the whole origins/mutations business, etc).

Abyssal Maw

They are completely compatible:

Gamma World Adventures I've run so far have included: hyenas, krenshar, a tangler beetle, storm shard (elemental), gnaw demon, deathjump Spider, and during one game.. zombies (the zombie rotter and the regular zombie soldier).

The monsters levels are the same for Gamma World and D&D (so a level 4 brute in Gamma World is more or less like a level 4 brute in D&D).

It is important to note that the entire range of Gamma World really only covers levels 1-10, so if you want use some more bad-ass monsters (Level14-30), you should probably level them down a bit. The highest level monster included in Gamma World is a Mk 3 Eradicator robot- a level 10 solo controller.
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KrakaJak

Cool, thanks guys! I imagine the expansions to Gamma World will add more levels?
-Jak
 
 "Be the person you want to be, at the expense of everything."
Spreading Un-Common Sense since 1983

Benoist

I don't know. The Amazon blurbs for the expansions each mention adventures and new "monster menageries", maps and counters, however.

Abyssal Maw

I don't think it will add more of a level range (like "paragon level Gamma World" or anything like that..) , but I definitely foresee new monsters in the supplements- Famine in Far-Go and Legion of Gold are guaranteed to have monsters and stuff.
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Benoist

And I'm okay with that. I wonder how effective it would be to separate the D&D base experience into different volumes, with the introductory game being the Heroic Tier, then have a Paragon Tier book, and an Epic Tier book. It might make the game far less crunch-heavy/voluminous for its introductory product. That'd be a good thing, IMO.

ColonelHardisson

Quote from: Benoist;411294And I'm okay with that. I wonder how effective it would be to separate the D&D base experience into different volumes, with the introductory game being the Heroic Tier, then have a Paragon Tier book, and an Epic Tier book. It might make the game far less crunch-heavy/voluminous for its introductory product. That'd be a good thing, IMO.

Back when 4e was still just speculation, that's exactly what I outlined as being what I would want to to see, or at least something reasonably close - successive volumes that added more complexity, so that players could choose just how complex they wanted their games to be. At the time, I didn't know anything about Heroic, Paragon, and Epic tiers. I was more in mind of a complete basic game, with each additional supplement adding more complexity.

That is, the basic game would be stripped down, with the absolute basic character classes - the "Classic Four." The basic game system would resemble the old D&D game in that it wouldn't have much in the way of skills or feats, and would have a very basic combat system. The next volume would add in the next batch of classes - ranger, druid, barbarian, etc. Skills and feats would be introduced, but on a very rudimentary level. The final supplement would introduce the most complex combat, the more obscure/recent classes and races, and the full range of skills and feats, including Craft, Profession, and Perform.

I thought it made sense, in that it could appeal to every type of gamer, from those who wish for low complexity to guys like me who dig lots of gewgaws in a game system.
"Illegitimis non carborundum." - General Joseph "Vinegar Joe" Stilwell

4e definitely has an Old School feel. If you disagree, cool. I won\'t throw any hyperbole out to prove the point.

Abyssal Maw

Well, Gamma World might be for you..  It's a level 1-10 range, no feats, everything random.

I am trying to introduce races into my specific GammaWorld campaign (races are beyond what you get with the origins).

Races specifically defeat the entire purpose of GW's origin system, I realize, but I am doing this nonetheless, just because I wanted to have tieflings dressed in cyber-gear.

Here's how to do it: (pay attention, it's 1 sentence long).

"If you roll the Pyrokinetic Origin as either primary or Secondary, you can call your character a tiefling and describe her as such. "

I do actually want to write up some completely new Origins (these are small 1-pagers): ideas so far: Arachnoid, Alien, Half-size, Saurian, Amphibian, and Arborial.

(Arborials, for example, would just be a forest-adapted mutation origin- they get a climb speed in forest terrain, a camoflauge power, and maybe some kind of prey-stalking ability/attack)
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Spinachcat

Questions!!!

1) Does the original 4e MM1 damage correspond fine to GW?  Or just the new MMs or the Essentials MM?

2) Is there an organized play for GW like an RPGA?  Is there an Encounter Night campaign for GW with pre-made GW delves?

3) Any word on people running a non-tech GW game?  AKA, using GW to run D&D?

I imagine creating Races would be as easy as taking Origin A + Origin B and making that a choice instead of random pics.

Pete

Can someone give me or show me where I can find the list of skills in this edition of Gamma World? Is it the same list as it is in 4e?
 

Abyssal Maw

There are only 10 skills in Gamma World:

Acrobatics
Athletics
Conspiracy
Insight
Interaction
Mechanics
Nature
Perception
Science
Stealth
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