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Friday, August 11, 2017

Champions of ZED: Zero Edition Dungeoneering Review Part 3

Continuing on with the review

Next up is Character Growth

Life energy levels, accumulation of experience points and Tiers of Advancement. Fighters, Clerics and Magic-Users have Tiers of Veteran, Hero, Superhero and Lord. For example the Veteran Tier for Fighters is Levels 1-3, for Cleric 1-5 and Magic-Users 1-6 and at the other end of things the Lord Tiers is levels 13+, 14+ and 16+ respectively.

These tiers have "all sorts of social implications in the campaign," depending on the individual campaign.

Then they go into other ways that the Tier interacts with the character and bonuses or other things that acrue to the character. Fear Immunity and Reputation are two of those items as the Tier level increases. Reaching the Lord Tier is more about attract followers possibly of higher level (talking here about above 1st level), important titles, leadership positions, "likely to establish strongholds, towers, castles, cathedrals and so forth."

Tables for magic-users and then an indepth discussion of experience and all the ways it is earned.

Tables for level progression by class, experience points needed and possible hit points gained.

Elves and their dual nature fighter/magic users. They only earn experience for one or the other at a time. They do have all the abilities for both at the same time. They can only carry magical weapons and armor and still be able to cast spells, if they have mundane weapons or armor they must be laid down/removed before casting a spell. The big restriction is that they have to decide this before the adventure starts If they go as a fighter with mundane equipment then they are locked in as a fighter for that adventure and vice versa - having magic weapons (daggers, swords, bows, arrows etc) and armor essentially removes the restriction for everything other than experience.

Then he goes into dual class characters for non-elves. In most ways they are more restricted than elves with one important exception, they can split experience between the two classes enabling simultaneous advancement.

Next up is a discussion of 0 level characters (NPCs), the effects of ageing are discussed and how to apply them.

The next section is Starting the Game.

Here coins and the economy, scale, time, movement, effect of encumbrance, common item weights. From there it continues with Time and Movement Scale, Movement by Moment and Movement on Journeys. A table is provided for the Movement by Moment and method of calculating Movement on Journeys are provided for land, sea and air. Examples are given and discussed along with the example being illustrated on a map.

Location in the Hex, hazards, terrain penalty to movement and travel by water are discussed and a table for a whole range of watercraft is provided. Others topics with tables include Wind Direction, Wind Conditions, and discussion include Underwater/Swimming, Armor and Burdens While Swimming. The chance of drowning has a table.

While there is a little bit about waterborne encounters you are referred to other games for naval battles.

Here he switches back to the chance of having adventure while traveling with examples and two approaches. Additional discussion of out of lair encounters is added. A table is provided and options for adjustment detailed. Surprise and pursuit is discussed and the effect of sighting difference.

Castle encounters with tolls, taxes and fees along with other options are discussed.

The chance of adventure when resting or flying and a typical sequence of play.

"When players travel beyond the existing map, the Referee has two options:

1. Draw more map

2. Flip the map and reuse the existing map board" have them enter it at a different place and direction to the line of travel. I would always go with number 1 as my option.












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