LeeMon
2007-12-04, 03:08 PM
I'm thinking of running a group of friends through Expedition to Castle Ravenloft (http://www.wizards.com/default.asp?x=products/dndacc/953937200) (the 3.5 version of Ravenloft). However, one of the players abhors fantasy, and won't play traditional D&D. The player does like d20 Modern (I've run a zombie survival game for the group), and I'm thinking of combining the two, by running Ravenloft as a d20 Modern game.
Now, the book explicitly has a few paragraphs describing running Ravenloft in d20 Modern, so hopefully the adventure isn't incompatible. I know that there's a dramatic change in balance by changing systems.
I'm open to suggestions about things I'll need to take into consideration before running d20 Modern players through Ravenloft. Here's some additional info:
* The players will likely draft "action hero" versions of themselves. For example, one will likely be a Fast Hero going into Gunslinger. They'll be 32-point buy and 6th level.
* DR/magic will be tough. I don't have qualms about providing weapons that work as "magic" weapons under the rules, but in-game are merely weapons designed to work against the supernatural. However, these will be rare, and they likely won't start the game with them. I'll likely use the alternative ammo listed in the guide as well.
* There's a sword and a holy symbol that are important items in the adventure. The sword might be a bit archaic (I don't expect an Archaic Weaponmaster in the group), and the holy symbol won't be very effective with no clerics. I'm not sure what to do with these items.
* The actual rules regarding terror and such aren't in the 3.5 Ravenloft, and I won't use the optional Taint rules supplied. I hope to elicit the proper horror from the players by having them be normal people in very macabre and deadly circumstances.
* For an opening plot hook, I hope to have them wander into an obscure Eastern European village while on the hunt for a missing friend... namely, me. :)
Any thoughts?
Now, the book explicitly has a few paragraphs describing running Ravenloft in d20 Modern, so hopefully the adventure isn't incompatible. I know that there's a dramatic change in balance by changing systems.
I'm open to suggestions about things I'll need to take into consideration before running d20 Modern players through Ravenloft. Here's some additional info:
* The players will likely draft "action hero" versions of themselves. For example, one will likely be a Fast Hero going into Gunslinger. They'll be 32-point buy and 6th level.
* DR/magic will be tough. I don't have qualms about providing weapons that work as "magic" weapons under the rules, but in-game are merely weapons designed to work against the supernatural. However, these will be rare, and they likely won't start the game with them. I'll likely use the alternative ammo listed in the guide as well.
* There's a sword and a holy symbol that are important items in the adventure. The sword might be a bit archaic (I don't expect an Archaic Weaponmaster in the group), and the holy symbol won't be very effective with no clerics. I'm not sure what to do with these items.
* The actual rules regarding terror and such aren't in the 3.5 Ravenloft, and I won't use the optional Taint rules supplied. I hope to elicit the proper horror from the players by having them be normal people in very macabre and deadly circumstances.
* For an opening plot hook, I hope to have them wander into an obscure Eastern European village while on the hunt for a missing friend... namely, me. :)
Any thoughts?