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Suggestions for things to improve, fix, or add for the ZEITGEIST Act One compilation?
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<blockquote data-quote="al_fredo" data-source="post: 6255462" data-attributes="member: 81597"><p><strong>Digging for Lies</strong></p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="al_fredo, post: 6255462, member: 81597"] [b]Digging for Lies[/b] 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. [/QUOTE]
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