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Gamma World for 5e: What would you like to see?

DMH

Master of Mutant Design
Validated User
#92
I wound up noodling around with an idea because of this thread. It's too incomplete now to show off, but I shall. The rough idea I'm working with is something akin to Skill Trees for mutations-- you have starting abilities, you have points you get as you level up which make powers more versatile, sometimes more powerful, but they're also front-loaded so you can pick up new ones to get a broader base and make it more useful. Doing the same thing with technology and non-mutant-or-tech super-skills.

...I'll link when it's readier and you can see whether or not I just explained it poorly.
I do want to read this when you are ready to present it. New ways of designing mutations and superscience is always useful to me.
 

Old DiceMan

Registered User
Validated User
#93
I wound up noodling around with an idea because of this thread. It's too incomplete now to show off, but I shall. The rough idea I'm working with is something akin to Skill Trees for mutations-- you have starting abilities, you have points you get as you level up which make powers more versatile, sometimes more powerful, but they're also front-loaded so you can pick up new ones to get a broader base and make it more useful.
I'd also suggest certain downsides crop up over time to shift the *kind* of game play the mutation creates -- again this is to avoid the "one-trick pony effect". here is a quick, probably not so well thought out example, taken from the Invisible Girl's powers from the Fantastic Four. I skipped showing some levels, but that is for space. In reality, you want some change per level

Level 1: Can become Invisible for 1 turn 1 time a day​
Level 2: Can become Invisible for 1 turn 2 times a day​
Level 3: Can become Invisible for 1 turn 3 time a day, and have a 5ft radius force field 1 turn 1 time a day​
...​
Level 6: Permanently invisible: can become visible 1 turn 1 time a day...etc..​
Level 8: Permanently invisible for etc. etc. and Permanent 10ft force field: can turn off for 3 turns 2 times a day (note this is pretty inconvenient: the character is effectively Large for "can fit into spaces" purposes, and has to use at least 1 of the 3 turn sessions to get food to eat into the force field bubble) and can turn 1 other PC/NPC/medium creature invisible for 1 turn 1 a day​
Level 10: Permanently invisible for etc. etc. and Permanent 20ft force field: can turn off for 3 turns 3 times a day. and can turn 2 other PC/NPC/medium creatures invisible for 2 turn 2 a day​

So, ignoring the details here, you can see how the mutation's early effects become more powerful, but then start to become somewhat of a nuisance, but also can be used a bit differently as levels go up and new additional aspects of the power crop up.
 
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