Archived from groups: rec.games.frp.dnd (
More info?)
Murf wrote:
> greetings
>
> anybody had experience of playing d20 gammaworld?
>
I'm using it currently, but as an add on to D&D as a post apocalyptic
world with magic, instead of just post apocalyptic d20 modern. It
doesn't really work that will with D&D, I'd suggest Darwin's world
instead for D&D base, which I've used before with much better success.
The main reason I decided to try it instead of darwin's world for an
add on to D&D is it had a bunch of cool new things in it like nano-tech
and the ability to play robots, that don't exist in darwin's world.
It's probably fine for it's own campain though, but remember gama world
is a tough setting and I wouldn't expect characters to survive anywhere
near as much as standard D&D. I'd rate it slightly above a Cthulu as
far as toughness. There's been a lot of changes since I last played it
(the grey book) and it looks much more survivable than the original
version, and much easier to use tech items (basicly just skills & feats
instead of the crazy tech flowchart).
I don't think wealth level is really appropriate for a post apocalyptic
setting, which is my only 'in theory' complaint about it so far.
My only major in play issue so far on it is on radiaton. I've found
radiation to be terribly terribly nasty so far, had one of the PCs who
got cowardly mutation (supposed to be minor, but no way I'd classify it
as that) and inkwell from radioactive monsters, basically this turned
what I thought was going to be a fairly easy fight into one PC death,
and nearly a TPK. The PC failed his wis roll, vomited his smoky ink,
the monster had blind sight, so it wasn't affected, and then the PC
failed his direction sense (can't see in his own ink), and ran further
in to the ruins instead of out. Even if the PC hadn't died, he'd be
nearly useless with cowardice (he also gained 2 other icky mutations,
weakened hearing & lost 1 pt of int.)
If you have any other specific questions I'd be glad to discuss it with
you.
-Justisaur