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<blockquote data-quote="clockworkjoe" data-source="post: 454770" data-attributes="member: 1321"><p>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. </p><p></p><p><strong>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.</strong></p><p></p><p>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. </p><p></p><p>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. </p><p></p><p><strong>b. Balancing random encounters for different classes.</strong> </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p><strong>c. Choosing which classes to allow in the game.</strong></p><p></p><p>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. </p><p></p><p><strong>d. Deciding which weapons/items/spells to include/exclude for balance purposes.</strong></p><p></p><p>Start with the basic stuff and go from there. That's a pretty subjective judgment call so I can't help you there. </p><p></p><p><strong>Any ideas/opinions/suggestions/rants? Keep in mind that this is extremely roleplay-lite and is mainly a tabletop PvP version of Diablo.</strong></p><p></p><p>PvP combat is extremely interesting in 3rd ed. D&D especially with so many character construction options. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="clockworkjoe, post: 454770, member: 1321"] 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. [b]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.[/b] 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]b. Balancing random encounters for different classes.[/b] 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. [b]c. Choosing which classes to allow in the game.[/b] 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. [b]d. Deciding which weapons/items/spells to include/exclude for balance purposes.[/b] Start with the basic stuff and go from there. That's a pretty subjective judgment call so I can't help you there. [b]Any ideas/opinions/suggestions/rants? Keep in mind that this is extremely roleplay-lite and is mainly a tabletop PvP version of Diablo.[/b] 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. [/QUOTE]
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