ZEITGEIST Suggestions for things to improve, fix, or add for the ZEITGEIST Act One compilation?

al_fredo

First Post
Digging for Lies

As mentioned in the other posts...the Ziggurat of Apet final trap should definitely trigger no matter what. And you may want to make the rainbow room more of a 'must do' some how.

Another thing I have quickly found (and it is pervasive in 4e) is the Disease mechanic for Distant Madness. It is good that it operates less like normal diseases. A saving throw to avoid is too easy, so at least here you automatically get it...and can advance a step when you get it again. I guess that balances the next thing I'm going to say: It's too easy to cure. The DCs are relatively low...and if they aren't there, since another character can use Heal in place of it, along with 'aid another', it seems pretty trivial.

I think the Mind Scar is the coolest part (the effects of the disease are pretty rough, i will say.) I might recommend, that while having distant madness, you also have a Mind Scar, not just if you get to zero on psychic. Or maybe, if you're cured - you feel the latent affects for 1d4 days anyway. I want PCs to use the Insane insight...so I might just enforce it, as it is optional/role-playing hook.

Some also mentioned Kaja not getting killed in her cell...I'm going to have Saxby transfer her to Slate, and possibly be ambushed en route. Not sure if i want to keep her alive yet.
 
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skotothalamos

formerly roadtoad
Player's Guide

I just discovered this passage on page 23 of the Player's Guide while doing some background write-ups:

"The Second Victory ended with a legendary battle just outside the walls of Alais Primos, where legions of Clergy-blessed warriors faced an army led by the goddess Srasama herself."

Shouldn't the Second Victory have happened just outside the walls of the pre-Malice Clergy seat, Methia? Otherwise Crisillyir would have the null-magic problem instead of Danor, right?
 
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I just discovered this passage on page 23 of the Player's Guide while doing some background write-ups:

"The Second Victory ended with a legendary battle just outside the walls of Alais Primos, where legions of Clergy-blessed warriors faced an army led by the goddess Srasama herself."

Shouldn't the Second Victory have happened just outside the walls of the pre-Malice Clergy seat, Methia? Otherwise Crisillyir would have the null-magic problem instead of Danor, right?

Nope. The eladrin never got that far. They had the big fight in Crisillyir, while magic mojo was going on a thousand miles away in Methia. The death of Srasama back-lashed through the ritual and hit Methia, and also hit the local spot of everyone fighting near Alais Primos.
 

Obryn

Hero
We're starting a Zeitgeist campaign, soon, and I've been reading the intro mateiral. Here's my thoughts...

(1) The Eschatologist needs a better Theme power. As it stands, it's almost all downside for the PCs at the cost of a Standard action.
(2) The Yerasol Veteran's ability looks underpowered as a Standard action, too.
(3) Guns... So I've been thinking of ways to improve guns and have gotten a few suggestions from others. I love the idea of people shooting a volley before dropping their guns and heading into melee. So IMO, in order for this to happen, one of two things could help.

First, instead of Guns being Dex-based, their numeric bonuses are based on your Best Attribute, much like a theme ability. So for Fighters, it'd be (probably) Strength, for Bards Charisma, etc. Second, you get to use your best feat bonuses to Attack and Damage you have for any other weapons/implements, making them basically comparable to whatever your best attack is.

Alternately (as was suggested to me on another forum), they could be Encounter-use magic items, simply attacking at Level + 5 vs. AC and doing 2d6+Level damage on a hit. This is easier, but makes gun specialists more difficult...

Just some thoughts!
 

skotothalamos

formerly roadtoad
Nope. The eladrin never got that far. They had the big fight in Crisillyir, while magic mojo was going on a thousand miles away in Methia. The death of Srasama back-lashed through the ritual and hit Methia, and also hit the local spot of everyone fighting near Alais Primos.

Wow. Completely missed that. Possibly the result of all the info on the Great Malice being scattered into a bunch of different sections. Maybe a sidebar somewhere on the Great Malice would help, since it's such a central event to the world?
 

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