Today, I finally got around to doing what I’ve been putting off for months — editing the monsters in Earth Delta (just in case you somehow got here from some odd link, Earth Delta is Lizard’s take on Gamma World style mutant adventuring using the D&D 4e rules). For a long time, I’ve been telling myself the lie that I would hook up my old PC, dig out the saved monster files from my old install of Adventure Tools, load them all, convert them all, and re-export them all. The truth is, after 6 months, it ain’t gonna happen, period. Furthermore, Adventure Tools does such a swell job of mangling converted custom monsters that I’d be better off just re-entering them, and, third, Adventure Tools doesn’t actually have the correct Monster Manual 3 attack and damage calculations anyway. So I just went through every damn monster in Earth Delta — that’s 114 so far, from Annihilation Army Alchemist to Wastelander Scout — and manually checked attack rolls and damage, and fixed a whole bunch of other errors as well — ranged attacks with no ranges, conditions with no end clause, confusing or poorly worded powers, missing keywords, typos, general inconsistencies, and more. The actual stat block format is still “old style”, which is a shame, but I don’t want to get stuck on stylistic issues when there’s content to be written.
I also decided to split Earth Delta into two books — the Core Rules, which has all the Player and DM stuff, and the Mutant Manual, because the file was just getting unwieldy in Word. I expect to be posting the core rules, chock-full of changes, fixes, expansions, etc (the last update published was October!), before the end of the year. The Mutant Manual… well, smeg it, it’s here now, and if I find a lot of errors I’ll just slip up another one while no one’s looking.
Anyway, here’s what the cover looks like. You can click on it to get the file.