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Help me build and introductory Zombie adventure
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<blockquote data-quote="italianranma" data-source="post: 3481167" data-attributes="member: 15788"><p>Thanks for the advice, I mean it: A curse from a necromancer isn't something I would have thought of on my own. I already started writing the adventure and drawing maps for it, and I'm pretty satisfied with the outline. Instead of re-typing it here (because it's hand-written right now) I'll post the finished version here so the community can add some input, but I went with a viral cause for zombies.</p><p></p><p>Little things like that "no trespassing" sign are money though, because it's those details that bring it to life. One thing that I've planned that could be difficult is a sort of puzzle door: It will have a tile mosaic on it, but no handle and no keyhole or hinges. The door is actually a reinforced metal sliding door that would need a fair amount of explosives to force through. The mosaic will have a horror theme on it, perhaps some kind of fairy tale? The clues to how to open it would be in the mansion the PCs explore. I'm imagining a kind of thing were they'll have to take the sun tile and rotate it, it then changes it's angle and no longer reflects yellow light, and now looks like the moon. Maybe then some other tile could be moved, like a wolf could be rotated to stand on it's hind legs.</p><p></p><p>First, as far as balance goes, I'm aware of how some classes (particularly the charismatic hero) don't shine very well in this scenario. The imbalance I think goes a little deeper than that: Let's say you make a base class: Something like the peasent class where it's got the absolute minimum progression: 1/2 BAB, 2 skill points, 6 hp (6 is the lowest in d20 modern, as far as I know), 1/3 progression on all saves, 1/3 progression on Defense, and whatever the lowest is for rep. Then you give yourself something like 5 improvements to spread out to make your core classes: Strong hero would get 2 in BAB, 1 in HP, 1 in defense, and 1 in Fort Saves. I think that replecates him pretty closely. You do the same with the other classes and their base stats are balanced. The basic classes just aren't balanced that way, maybe they make up for them with talents, but I don't think so.</p><p></p><p>Second, every class in a d20 system that is dependent on Charisma is inherently underpowered: Charisma is the only statistic that doesn't modify anything other than skills, and I really think that needs to be addressed. If you change the way that Action Points work (lower the number gained per level and make it a per day or per adventure thing for example) and add Charisma as a modifier to those some how, now you make Charisma a very versitile stat. It's desirable to everyone (since everyone uses action points) and it makes the classes that rely on it more flexable. I think it fits in well with Paladins and Sorcerers, as well as Charismatic Heroes.</p><p></p><p>Anyway that's my 2c on imbalance in classes.</p></blockquote><p></p>
[QUOTE="italianranma, post: 3481167, member: 15788"] Thanks for the advice, I mean it: A curse from a necromancer isn't something I would have thought of on my own. I already started writing the adventure and drawing maps for it, and I'm pretty satisfied with the outline. Instead of re-typing it here (because it's hand-written right now) I'll post the finished version here so the community can add some input, but I went with a viral cause for zombies. Little things like that "no trespassing" sign are money though, because it's those details that bring it to life. One thing that I've planned that could be difficult is a sort of puzzle door: It will have a tile mosaic on it, but no handle and no keyhole or hinges. The door is actually a reinforced metal sliding door that would need a fair amount of explosives to force through. The mosaic will have a horror theme on it, perhaps some kind of fairy tale? The clues to how to open it would be in the mansion the PCs explore. I'm imagining a kind of thing were they'll have to take the sun tile and rotate it, it then changes it's angle and no longer reflects yellow light, and now looks like the moon. Maybe then some other tile could be moved, like a wolf could be rotated to stand on it's hind legs. First, as far as balance goes, I'm aware of how some classes (particularly the charismatic hero) don't shine very well in this scenario. The imbalance I think goes a little deeper than that: Let's say you make a base class: Something like the peasent class where it's got the absolute minimum progression: 1/2 BAB, 2 skill points, 6 hp (6 is the lowest in d20 modern, as far as I know), 1/3 progression on all saves, 1/3 progression on Defense, and whatever the lowest is for rep. Then you give yourself something like 5 improvements to spread out to make your core classes: Strong hero would get 2 in BAB, 1 in HP, 1 in defense, and 1 in Fort Saves. I think that replecates him pretty closely. You do the same with the other classes and their base stats are balanced. The basic classes just aren't balanced that way, maybe they make up for them with talents, but I don't think so. Second, every class in a d20 system that is dependent on Charisma is inherently underpowered: Charisma is the only statistic that doesn't modify anything other than skills, and I really think that needs to be addressed. If you change the way that Action Points work (lower the number gained per level and make it a per day or per adventure thing for example) and add Charisma as a modifier to those some how, now you make Charisma a very versitile stat. It's desirable to everyone (since everyone uses action points) and it makes the classes that rely on it more flexable. I think it fits in well with Paladins and Sorcerers, as well as Charismatic Heroes. Anyway that's my 2c on imbalance in classes. [/QUOTE]
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