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Montplaisir — Modern D+D Variant For Zombies
Published: 2012-04-05 20:29:44 +0000 UTC; Views: 257; Favourites: 0; Downloads: 3
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Description Okay, so OH MY FUCKING GOD THIS IS GOING TO KILL ME. But its awesome, so its okay.
Lets start out with the basics: A buddy of mine and myself were tossing this idea around for a few months. We've recently decided to do a real-life variant for D&D because we're both hopelessly out of shape and winning a game is phenomenal motivation for guys like us.We decided, what the hell, might as well implement the zombie bit with it too, and just see how it goes. I'm REALLY excited about this, because it means revamping almost the entire game to fit the scenario. For those of you who play, you know how big of a challenge this is. For those who aren't, the Player's Manual alone for the original game is roughly 390 pages long. There's 3 essential manuals, and the PM is one of the smaller ones.
Base Stats: Still the same.
Classes: Will need to be revamped, rewired, and almost completely recreated. Assume a tree-life hierarchy, with the ability to multiclass, but by multiclassing certain classes will be removed from you scope of ability to learn.
Electrician - Starting
Politician - Starting
Playboy - Starting
Student - Starting
Soldier –Hero (Level 5, 14 STR, 14 CON)
Construction Worker - Starting
Doctor – Hero, Exclusive (Level 5, 16 INT, 14 WIS, 14 DEX)
Plumber – Starting
Gunsmith – Hero, Exclusive (Level 7, 16 INT, 14 DEX, 14 STR, 12 CON)
Mechanic – Starting
Cook – Starting
Thief – Hero (Level 5, DEX 16, WIS 14, CHA 12)
Architect – Hero (Level 7, INT 18, CHA 16)
Laborer – Starting
Farmer - Starting
More to come.




Races: Races will need to be completely down away with, instead replaced with a sort of 'Pedigree/History' system. This would work as a sort of 'things your character is kind of sort of familiar with, has picked up along their lives'. If your dad was a carpenter, odds are you know a thing or two about carpentry. You're not necessarily good at it, but you understand bits and pieces.

Skills: Will also need to be revamped and rewired. Granted, some will stay, like Jump, Climb, Ride (Drive), Stealth, Move Silently, Knowledge skills, etc
Feats: Will also be revamped, thought admittedly mostly just renamed.


To-Do List
Classes
                Create classes [in progress – 50%]
                Create class descriptions [0%]
                Create class bonuses/abilities [0%]
                Create class skills [0%]
                Skill points per level [0%]
                Decide inherent class weapon/armor proficiencies [0%]
                Create situational weaknesses/strengths [0%]
Races
          Create potential 'races' [0%]
Create race descriptions [0%]
Create race bonuses/detractors [0%]
Create favored classes [0%]
Create situational weaknesses/strengths [0%]
Skills
Decide which classic D&D skills stay, and which go [0%]
Decide what new skills are required [0%]
Decide how skills affect gameplay/situations [0%]
Decide how skills can be improved [0%]
Feats
Decide which feats stay [0%]
Create new feats [0%]
Decide how feats play out [0%]
Weapons
Decide on what weapons are allowed in game [0%]
Decide on weapon proficiency location (simple, martial, exotic) [0%]
Decide on ammos allowed [0%]
Create table for weapons and ammo [0%]
Vehicles/Transport
Decide on vehicles in game [0%]
Decide on vehicle attributes [0%]
Decide on required stats and skills [0%]
Zombies
Decide on zombie attributes [0%]
Decide on method of infection and manifestation [0%]
Decide on ground zero [0%]
Decide on tool usage/intelligence [0%]
Decide on how zombies track humans [0%]

Setting
Decide starting points for each class [0%]
Decide beginning location [0%]
Describe ideal hideout [0%]
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Comments: 2

ragnorok190 [2012-04-11 00:12:57 +0000 UTC]

manifestation?
your talking mutations causing several variations for us to hack our way through?
i love the way you think.

👍: 0 ⏩: 0

darkemoprincess [2012-04-09 11:35:29 +0000 UTC]

Interesting. DnD

👍: 0 ⏩: 0