Tuesday, July 26, 2022

Gamma World Melee Damage

I love Gamma World, but...

The game using a 1d6 per point of constitution scale for hit points and keeping the original B/X level damages is a mess. With a laser pistol doing 5d6 damage, standard B/X style melee weapons were feeble. The STR adjustment to injury in the first and second editions was STR-15, or STR-6, for a negative modifier.

Vibro-daggers (10 hp damage) and vibro-blades (25) leveled the playing field, but still, there was very little threat from the primitive weapons. This pushes the "loot economy," where the first few rooms need a supply of high-tech armaments just to keep combat balance in check.

Part of me feels they did this to keep high-level AD&D parties viable. By the time an AD&D party is visiting Gamma World, you will need creatures with the 8-12 HD range to challenge the party. The artifacts feel suitable for that level of play too.

Mutant Future kept this hit-point scale for compatibility. It is still my favorite version of the Gamma World style game because of its interoperability with Labyrinth Lord. This game has that perfect mix of the low-tech world and the lost ruins of old that I love, and it is directly compatible with Gamma World, so all your favorites can return. It also has a strong encumbrance and gear system, and you get that low-level "feel" of adventure.

But still, the low-end damage problems with primitive melee weapons remain here as a legacy compatibility "feature" of the main game. You could argue that the world is so dangerous, "only the toughest survive," but I would still want melee weapons to do more damage. A dagger takes 14 successful hits to take out a CON 10 character with 35 hit points; with misses factored in, that is long combat. With 30-second combat turns and a 50% miss rate, that is a 15-minute battle and kind of boring.

There is a 10% chance per level of gaining one attack per round (Mutant Future), so that is a factor, but it still does not really fix the issue. Many D&D-style games try to balance high hit points and low weapon damage at high levels with multiple attacks, power moves, or other damage scaling tricks.

I would be sorely tempted to add a die of damage per +1 damage modifier and introduce a breakage rule on the low end of the 1+ damage modifier (modified by construction materials, which could be lowered to zero). So an 18 STR character is doing 4d8 damage with a longsword and has a breakage chance of 1-4 for a weapon made of ordinary materials. Now my Ookla the Brute character will pick up stop signs and break them over people's heads. With DEX, I would modify missile weapons that rolled dice for damage and leave fixed damage to high-tech guns alone.

Alternatively, I could award those extra hit dice on a per-adventure basis, start everyone off at 1 HD, and increase these up to CON HD at a rate of 1-3 HD per adventure as the characters get in fights, train, and "toughen up." Without messing with the base B/X damages the "bonus HD progression" seems like the best solution. keeps the original damage scaling, and would start most characters and noncombatants off at 1d6 hp.

Though instead of a hack, I wish the weapons and monsters were balanced for a more traditional zero-to-hero experience, where everyone started at 1 HD and leveled up normally. Then again...

Mutant Crawl Classics (MCC) gets the zero-to-hero right regarding damage and monster scaling. This is the standard B/X style progression, though the game does many of the Dungeon Crawl Classics standards, such as mutations being like DCC "spells" with charts and shamans who can access the ancient power of AI Patrons (like gods). This is much like Gamma World in terms of a high-tech destroyed world.

MCC's sister game Umerica also has the same B/X style damage scaling and exists on a lower-tech scale than MCC. Umerica also has a better gear section of weapons, armor, and other gear, so it feels like a more survivalist-oriented game, almost like an Aftermath or post-20th-Century ruin game, but still with the gonzo attitude.

All of these are great games, I would just like a few tweaks on the hit points and damage to the ones on the Gamma World side to get them in line with B/X and not have them make normal melee weapons so weak.

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