Despite the fact that I had pretty much resolved to avoid any new RPG purchases this year, the wife had an Amazon credit burning a hole in her virtual pocket and decided to purchase me a copy of the D&D Gamma World box set. While it looks like a potentially fun little beer and pretzels/turn of your brain game set, and while it is definitely NOT like the versions of GW I have played in the past, it struck me as potentially providing a way to develop a 4e rules set that is more fitting with my own sensibilities.
In the D&DGW rules, for instance, you build your characters rolling up two “Origins” that determine two ability scores and a bunch of special abilities for your character, and much of what is left is either on a set formula or by random die rolls. This allows some randomness to your abilities, some simple reliable attacks and defenses, and a limited list of powers to get to memorize.
I was thinking that this might be an interesting model on which to re-mold 4e for more easy access. Characters could choose two backgrounds from a list of simplified semi-classes. They may choose only one Racial background. Not choosing a Racial background makes you a human. This will give characters two set abilities at 18 and 16 OR one ability at 20 (if both backgrounds share the same ability score), leaving the rest to be rolled (3d6 in order). This also gives up to 4 skills they will be trained in. Finally, this gives a set of powers to use, and an advancement scheme.
I would discard feats as part of this process, and hold to level 10 max and the +level bonuses to damage, attack, and defense rolls per new Gamma World, and maybe keep up the idea of item cards (of my own making) that give some sort of simple encounter powers.
Anyway, to finish the Gedankenexperiment, here are some not-at-all play-tested sample backgrounds to give you an idea of how things might work in a standard D&D style game. In an Athanor game, I might make racial backgrounds for Alemanians, Mal'Akkans, Throon, and Ghuls, and make others "human" (Duma, Khitai, or Zamoran) -- though I might make racial backgrounds for all but Zamorans. I might make backgrounds for scholars, spies, duelists, explorers, etc. It's a thought, if I wanted to go in a 4e-ish direction. But I thought I would put the idea out there for someone else to steal and run with when I get distracted and go another direction myself.
Dwarf
Dwarf Powers
Target: One Creature
Attack: 4 + your level + weapon accuracy vs. AC
Hit: 1[W] + twice your level physical damage and you mark the target until the end of your next turn.
Effect: You regain hit points equal to 5 + your level and make a saving throw with a +5 bonus.
Target: All Creatures in Burst
Attack: 4+ your level + weapon accuracy vs. AC
Hit: 2[W] + twice your level physical damage and target is knocked prone.
Elf, Wood
Elf Powers
Target: One or Two Creatures
Attack: 4 + your level + weapon accuracy vs. AC
Hit: 1[W] + twice your level physical damage.
Special: You may shift two squares before or after this attack.
Effect: Shift your speed +2.
Target: All Enemies in Burst
Attack: 4+ your level + weapon accuracy vs. AC
Hit: 1[W] + twice your level physical damage and target is knocked prone.
Thief
Thief Powers
Target: One Creature
Attack: Dexterity + your level + weapon accuracy vs. AC
Hit: 1[W] + your level physical damage. If you have combat advantage, add twice your Dexterity modifier to the damage dealt.
Effect: You become invisible to all enemies until the end of your next turn or until you attack.
Target: One Creature
Attack: Dexterity + your level + weapon accuracy vs. AC
Hit: 2[W] + Dexterity modifier + your level physical damage. If you have combat advantage, do your level in ongoing damage (save ends).
In the D&DGW rules, for instance, you build your characters rolling up two “Origins” that determine two ability scores and a bunch of special abilities for your character, and much of what is left is either on a set formula or by random die rolls. This allows some randomness to your abilities, some simple reliable attacks and defenses, and a limited list of powers to get to memorize.
I was thinking that this might be an interesting model on which to re-mold 4e for more easy access. Characters could choose two backgrounds from a list of simplified semi-classes. They may choose only one Racial background. Not choosing a Racial background makes you a human. This will give characters two set abilities at 18 and 16 OR one ability at 20 (if both backgrounds share the same ability score), leaving the rest to be rolled (3d6 in order). This also gives up to 4 skills they will be trained in. Finally, this gives a set of powers to use, and an advancement scheme.
I would discard feats as part of this process, and hold to level 10 max and the +level bonuses to damage, attack, and defense rolls per new Gamma World, and maybe keep up the idea of item cards (of my own making) that give some sort of simple encounter powers.
Anyway, to finish the Gedankenexperiment, here are some not-at-all play-tested sample backgrounds to give you an idea of how things might work in a standard D&D style game. In an Athanor game, I might make racial backgrounds for Alemanians, Mal'Akkans, Throon, and Ghuls, and make others "human" (Duma, Khitai, or Zamoran) -- though I might make racial backgrounds for all but Zamorans. I might make backgrounds for scholars, spies, duelists, explorers, etc. It's a thought, if I wanted to go in a 4e-ish direction. But I thought I would put the idea out there for someone else to steal and run with when I get distracted and go another direction myself.
Dwarf
Background Type: | Constitution, Racial |
Skill Bonus (Level 1): | Gain a +4 bonus to Endurance and Dungeoneering checks. |
Stable (Level 1): | Reduce forced movement by 1, may save to avoid being knocked prone. |
Hard as Stone (Level 1): | Gain a +2 bonus to Fortitude defense. |
Dwarf Critical (Level 2 or 6): | When you score a critical hit, the attack does 1d10 extra damage and target is knocked prone. |
Dwarf Powers
Brutal Hammer | Dwarf Novice |
At will, Racial, Weapon | |
Standard Action | Melee Weapon |
Attack: 4 + your level + weapon accuracy vs. AC
Hit: 1[W] + twice your level physical damage and you mark the target until the end of your next turn.
Mountain’s Resolve | Dwarf Utility |
Encounter, Racial | |
Minor Action | Personal |
Forge of Fury | Dwarf Expert |
Encounter, Racial, Weapon | |
Standard Action | Close Burst 1 |
Attack: 4+ your level + weapon accuracy vs. AC
Hit: 2[W] + twice your level physical damage and target is knocked prone.
Elf, Wood
Background Type: | Dexterity, Racial |
Skill Bonus (Level 1): | Gain a +4 bonus to Nature and Perception checks. |
Elf Senses (Level 1): | Elves have nightvision. |
Scout (Level 1): | Grant all allies within 10 squares a +2 bonus to Perception checks. |
Elf Critical (Level 2 or 6): | When you score a critical hit, the attack does 1d10 extra damage and target is slowed until the end of your next turn. |
Elf Powers
Swift Archer | Elf Novice |
At will, Racial, Weapon | |
Standard Action | Ranged Weapon |
Attack: 4 + your level + weapon accuracy vs. AC
Hit: 1[W] + twice your level physical damage.
Special: You may shift two squares before or after this attack.
Elusive Target | Elf Utility |
Encounter, Racial | |
Move Action | Personal |
Rain of Arrows | Elf Expert |
Encounter, Racial, Weapon | |
Standard Action | Area Burst 2 |
Attack: 4+ your level + weapon accuracy vs. AC
Hit: 1[W] + twice your level physical damage and target is knocked prone.
Thief
Background Type: | Dexterity, Martial |
Skill Bonus (Level 1): | Gain a +4 bonus to Stealth and Thievery checks. |
Slippery as an Eel (Level 1): | Gain a +2 bonus to defenses vs. opportunity attacks. |
Quick Reflexes (Level 1): | Gain a +2 bonus to Reflex defense. |
Thief Critical (Level 2 or 6): | When you score a critical hit, the attack does 1d10 extra damage and you have combat advantage against the target until the end of your next turn. |
Thief Powers
Backstabber | Thief Novice |
At will, Martial, Weapon | |
Standard Action | Melee Weapon |
Attack: Dexterity + your level + weapon accuracy vs. AC
Hit: 1[W] + your level physical damage. If you have combat advantage, add twice your Dexterity modifier to the damage dealt.
Hide in Shadows | Thief Utility |
Encounter, Martial | |
Minor Action | Personal |
Effect: You become invisible to all enemies until the end of your next turn or until you attack.
Knife in the Back | Thief Expert |
Encounter, Martial Weapon | |
Standard Action | Melee Weapon |
Target: One Creature
Attack: Dexterity + your level + weapon accuracy vs. AC
Hit: 2[W] + Dexterity modifier + your level physical damage. If you have combat advantage, do your level in ongoing damage (save ends).
Gosh!
ReplyDeleteEasy and beautyful. That deserves a good thinking about...
Very nice. There is a small part of me that wonders if the success of the new Gamma World and the altering of the publishing schedule means we aren't seeing the groundwork for, if not 5E, then maybe "Ultimate" D&D or somesuch. I'd be a happy camper. I had hoped they'd publish Ravenloft with the same design as GW, but it has been excised as well :(
ReplyDeleteAs a complete aside, its run great repurposed as Ben 10 DNAliens for my kids & Nightspawn/bane for some friends.
ReplyDeleteI also think that D&D GW could be tweaked easily into a superhero game with only a little work.
ReplyDelete