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I'm sure that idea has occured to many people before as there are several competitive dungeon based board games, but I haven't heard of anyone using the d20 rules as a basis. More power to you if you can pull it off.

a. Each player is playing solo, therefore, it will be extremely hard for certain classes to compete in 1on1 combat at low levels with opposing classes. (1st lvl fighter Vs. 1st lvl Wizard, please.) We are thinking of incorporating an inexpensive henchmen system.

D20 is based on the assumption that the primary classes are balanced against one another. The fighter is certainly in a better position than a wizard at first level, but a single sleep spell would put the wizard on top. I don't think you should handicap certain classes. The player chooses what class to play and should live with the consequences good or bad.

If you use henchmen, limit their numbers and/or power. The game should focus on the players, not their armies of henchmen. Cheap cannon fodder/trap detectors are fine, but make it so that having a henchman is a trade off versus buying better equipment and so forth.

b. Balancing random encounters for different classes.

Again, you shouldn't make any special allowances for any given class other than being open for multiple solutions to any given challenges. If there is no DM, create mechanics for diplomatic and deceptive solutions and other alternatives.

A CR x vs CR x encounter between two creatures will drain both of almost all their resources. Therefore, solo adventurers shouldn't be expected to face a lot of challenges equal to their level.

c. Choosing which classes to allow in the game.

All the base classes, prestige classes that all players agree on, special PrC that are created for the game, or no prestige classes at all.

d. Deciding which weapons/items/spells to include/exclude for balance purposes.

Start with the basic stuff and go from there. That's a pretty subjective judgment call so I can't help you there.

Any ideas/opinions/suggestions/rants? Keep in mind that this is extremely roleplay-lite and is mainly a tabletop PvP version of Diablo.

PvP combat is extremely interesting in 3rd ed. D&D especially with so many character construction options.

I'd like to read any playtest experiences you guys come up with. You might want to read up on the games of death in the fight club forum.
 

why not do away with classes altogether and gave a generic class who is able to do it all (like a cleric, or bard).

everyone starts with the same basic stats (point buy) and skill points+int mod and one feat. He can then purchase more skills with money and skip a turn (training time) and feats (two turns).

As for weapons, they can buy it or find it. Different weapons give you a diff number of swings per turn (simple=1 swing, martial= two, exotic=three). +x weapons give you x number of additional swings (don't hand them out like candy). light, med, heavy armor gives you 1,2,3 aAC bonus (respectively)

The big thing would be everyone is able to cast sells- but only from scrolls that are strewn all over the map. Once you pick up a scroll, you can cast it once a turn. The more scrolls you have- the more you can cast a turn (limit 3)- and no requisite caster level.

since this is a simple game- keep the rules simple. You said you did not want to commit to a long campaign- so simple rules and the fun of rolling is all you nees.
 
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Balgus said:
why not do away with classes altogether and gave a generic class who is able to do it all (like a cleric, or bard).

everyone starts with the same basic stats (point buy) and skill points+int mod and one feat. He can then purchase more skills with money and skip a turn (training time) and feats (two turns).

As for weapons, they can buy it or find it. Different weapons give you a diff number of swings per turn (simple=1 swing, martial= two, exotic=three). +x weapons give you x number of additional swings (don't hand them out like candy). light, med, heavy armor gives you 1,2,3 aAC bonus (respectively)

The big thing would be everyone is able to cast sells- but only from scrolls that are strewn all over the map. Once you pick up a scroll, you can cast it once a turn. The more scrolls you have- the more you can cast a turn (limit 3)- and no requisite caster level.

since this is a simple game- keep the rules simple. You said you did not want to commit to a long campaign- so simple rules and the fun of rolling is all you nees.

These are great suggestions, thanks. However, the group wants to keep the leveling up element. We want to use the same character for each game and progressively get more powerful and thus have harder goals each game.
 

I agree with clockwork joe, don't handicapp any classes. Besides who said just because it is a PvP game they can't work together. The fighter might have a scroll that the wizard wants or the wizard has a weapon the fighter wants, ect. This sounds like a lot of fun. I assume that this would be a mini heavy game like heros quest and such. Well let us know how things turn out.
 


Can I suggest cards?

I'm a teacher and in a maths class I did I had the kids (10 - 12) create boardgames.

The sample game I created for them was like you suggest

the board was a chess board on which I randomly placed 'encounter cards' (one per sqaure) and also gave each player 5 'character cards' - things like weapons, spells, special abilities.

So the players move around the board trying to find the key that will unlock the central Tower. On the way they can flip up encounters - monsters, traps, 'cohorts' (and some blank 'terrain' cards (eg you are passing through a forest)

To fight monsters they must use weapons/spells to beat the monsters AC (eg roll D20 add fireball +10, Sword + 6 = 36 vs AC 35 1 HP damage). Cohorts are 'hero cards' who can be used in battle too eg the Merlin card gives +20 to attack when using spells, the Solomon card allows the player to look at 1 covered card and can be sacrificed if the player dies (ressurection)) a cohort can also be used to attack another player (ie the cohort becomes the monster - the Echidna cohort also allows the player to claim the next monster they defeat as a bonus cohort)
 



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