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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