Would you play this?

I think that only hitting the brain on a crit, while it makes sense in game mechanics, it won't happen very often. In pretty much every zombie movie i've ever seen, once the heroes (or whoever) figure out how to kill them, it's called shots. Hard to do, but a little easier than just hoping you roll a 20. Just an idea.
 

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I think your scenario is fine and I'd LOVE to play (or run) something like that. . .

I also think Commoners work fine - but if you are making pre-gen characters (which is the way to go with this, I think) - make sure they have a variety of skills - or use a variety of NPC class characters with the Commoner being 2nd or 3rd level, along with a warrior, an expert and an aristocrat of varying abilities (all lower level than the commoner).
 

I think Experts would work better. Depending on the setting, merchants, artisans, blacksmiths, fishmongers, secretaries, cooks, rocket scientists, truck drivers, or pointy haired bosses with MBAs. The Expert class allows them to flesh out their lives before the apocolyptic event that turned everyone into zombies, and maybe can be used throughout the adventure in a few ways.

Although, it comes to mind that it would be fun to place it in something like the middle of Waterdeep or Sharn or City Greyhawk or whatever big D&D city you want, and then to make some magical catyclism erupt, turning everyone into zombies. Then you can have all sorts of strange magical phenomina, like crazed wizards, and other D&D tropes turned on their heads to add to the delima the PCs face.

Imagine running from zombies only to run into what appears to be the protection of a wizard only to find that he's insane and to have to end up escaping from him before he enacts a plan to use your souls in order to escape himself! Or have I been reading too much Lovecraft?

Also, as an alternate system, might I recommend the Unisystem Buffy? It just seems perfect for some insane reason.
 

Magic

There are lots of examples in zombie movies of people who are not Average Joes. Like, everyone with military training, and there tend to be quite a few in Resident Evil. Also, if you allow your players to rest for eight hours uninterupted whenever they like, you aren't really playing a proper zombie game, are you? And I did mention being stingy on material components. If every casting of burning hands takes a handfull of sulphur, and sulphur is in extremely short supply, then it becomes a finite resource. And, maybe a low level adept can heal wounds, but they can't heal poison or disease with spells, which tend to be the more dangerous things in zombie movies... You could also adjust the casting time of spells, to make sure they are only used tactically. So, yeah, the adept can cast cure light wounds, but if it takes them 10 minutes to cast it, then you have to already be sheltered before you can use it. Average is good, but if every character is strictly average, then where is the variety? Every one should have a skill or ability that gives them an edge in a particular situation. Like a blacksmith that can make some implements, the gardener who can help scavenge food, or the nurse who knows how to bind wounds. I mean, if you don't want *any* magic in your zombie game, why not play d20 Modern? The only non-magical weapon in D&D comparable to a guns power would be a heavy crossbow, and they take a full round to load. If your zombies are infectious hordes, melee just won't cut it, so the only real option will be to run, every time. And I could of sworn that there is at least one scene in most zombie movies where a group of them is held off through combat, but you won't be able to have that kind of scene without a spellcaster.
 


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