![]() Of course, you are free to use all, some, or none of these rules options. As such, it uses a number of optional rules from the Dungeon Master’s Guide in order to drive home the horrific and challenging feel of the game. ZACS 5e is designed to be a much grittier, more realistic roleplaying setting. Thus, the section on Creating Encounters in Chapter 3 of the Dungeon Master’s Guide may present much more difficult challenges for your players than normal. ZACS 5e is a dangerous world and survivors are not nearly as tough as traditional Fifth Edition adventurers. It still takes 250 days to become proficient in a weapon.ĭespite the dead mysteriously coming to life, there is no magic and therefore, no spellcasting or magic items in ZACS 5e. In addition to training to learn a new language or a new tool, you can gain a weapon proficiency of your choice. You will need access to the proper research materials such as textbooks and laboratory equipment. The GM decides what materials are needed. If you want to garden, you’ll need seeds, fertilizers, and tools. For example, if you wish to improve a location’s defenses, you’ll need lumber or bricks. ![]() You must have the raw materials in order to do so. You can use the appropriate artisan’s tools and proficiencies to improve your base of operations. Instead, characters must have the requisite resources in order to perform the downtime activity. Many of the downtime activities covered in the Player’s Handbook are still available, although you will need to remove “Practicing a Profession.” In addition, the requirements for money are removed. Remove Intelligence (Arcana) and Wisdom (Animal Handling).Make the following changes to the available skills: Some of the skills in Dungeons & Dragons Fifth Edition are obsolete in ZACS 5e. Featsīecause many of the background and survivor character features are similar to the feats listed in the Player’s Handbook, characters may not take feats in place of Ability Score Improvements. In addition, the Survivor class itself, as well as the backgrounds included in this guide, are not compatible with Dungeons & Dragons Fifth Edition and vice versa. Since there is only one real “class”, characters cannot multiclass. ![]() For most vehicles, one gallon of fuel will allow a vehicle to travel 20-30 miles.Ī list of available vehicles and their descriptions are included in the equipment section. If a vehicle does not have the proper fuel, it cannot function. Most vehicles require fuel of some sort to operate. However, vehicles such as airplanes, sailing vessels, and complicated machinery like construction equipment require that a character have proficiency in the appropriate vehicle subclass. Basic automobiles (those having two axles) do not require proficiency to operate. Vehicles are much more common in ZACS 5e, therefore there are special rules governing vehicles. Instead, items and equipment are traded, with food being the common “gold standard.” Vehicles ![]() Thanks to the collapse of civilization, most currency is nearly useless. Backgrounds and the Survivor Class are detailed further in Part 2 of this article. Furthermore, backgrounds act as both the “race” and “origin” for a character, offering up roleplaying notes and traits. Instead, all characters are human and they all fall under a single class: Survivor. ZACS 5e doesn’t use races and classes the same way that Dungeons & Dragons Fifth Edition does. The following changes are made to the Fifth Edition ruleset for ZACS 5e: Character Creation While the Monster Manual is useful, however, it’s not necessary, as many of the challenges that you will face will be included in this ruleset. You’ll want, at the very least, a copy of the Players Handbook and Dungeon Master’s Guide to play. If you have questions about how a ZACs 5e rule works, you can usually find the answer there. In general, ZACs 5e uses the same rules as Dungeons & Dragons. In an effort to provide a complete game, DMDave constructed the rules for ZACs 5E as concise as possible. ![]()
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