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Rebuilding d20 Modern for YotZ: Reloaded
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<blockquote data-quote="Ralts Bloodthorne" data-source="post: 6173374" data-attributes="member: 6390"><p>Well, we've been looking at skills first. Looks like we're going to roll Parkour into Acrobatics since that's really an important thing in an urban YotZ game. Treat Injury is going to be important because field medic work is all most groups will have available. I'm for adding Jury-Rig but Wolvorine kind of wants to roll it into Repair. We don't really have to add skills, although due to popular demand we might put in a tracking skill, mainly because of the Walking Dead's Darrell having a cool effect on a lot of our playtesters.</p><p></p><p>Next week I'll be seeing what the modern contents of ambulances, State Patrol, County Sheriff, and local police cars have, as well as non-OPSEC contents of various military vehicles. I'm hoping for a tour of the County Disaster/Emergency Response Mobile Command Center, but I won't hold my breath on that front. We'll have a sidebar with each of the vehicles to show what might be in them.</p><p></p><p>We're definitely going to abstract resources for the game. While the GM might saw "The truck has a blown tire and damaged brakes" it won't take much more than 1 vehicle resource to fix that. Of course a blown head gasket and shot drive train is going to take about 4 vehicle resources. But we'll see how that works in playtest. Some people are going to want extensive resource management and won't mind writing down "1982 Dodge Pickup Engine: 1; Chevy Sedan Tranny 1992: 2" and stuff like that on an inventory sheet because hey, some people are into that.</p><p></p><p>Zombies are being redone. There will still be the basic types but they'll have more of a 'package' feel and we'll probably do a handful of each types stat-blocks in the book and on a reference page for easy use.</p><p></p><p>But, Wolvorine and I are still messing with skills while I put an early eye on feats.</p><p></p><p>Oh, Gods above and below, feats.</p></blockquote><p></p>
[QUOTE="Ralts Bloodthorne, post: 6173374, member: 6390"] Well, we've been looking at skills first. Looks like we're going to roll Parkour into Acrobatics since that's really an important thing in an urban YotZ game. Treat Injury is going to be important because field medic work is all most groups will have available. I'm for adding Jury-Rig but Wolvorine kind of wants to roll it into Repair. We don't really have to add skills, although due to popular demand we might put in a tracking skill, mainly because of the Walking Dead's Darrell having a cool effect on a lot of our playtesters. Next week I'll be seeing what the modern contents of ambulances, State Patrol, County Sheriff, and local police cars have, as well as non-OPSEC contents of various military vehicles. I'm hoping for a tour of the County Disaster/Emergency Response Mobile Command Center, but I won't hold my breath on that front. We'll have a sidebar with each of the vehicles to show what might be in them. We're definitely going to abstract resources for the game. While the GM might saw "The truck has a blown tire and damaged brakes" it won't take much more than 1 vehicle resource to fix that. Of course a blown head gasket and shot drive train is going to take about 4 vehicle resources. But we'll see how that works in playtest. Some people are going to want extensive resource management and won't mind writing down "1982 Dodge Pickup Engine: 1; Chevy Sedan Tranny 1992: 2" and stuff like that on an inventory sheet because hey, some people are into that. Zombies are being redone. There will still be the basic types but they'll have more of a 'package' feel and we'll probably do a handful of each types stat-blocks in the book and on a reference page for easy use. But, Wolvorine and I are still messing with skills while I put an early eye on feats. Oh, Gods above and below, feats. [/QUOTE]
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