Since we've the interest of at least five people (note: If you wish to play do sign up on the other forum -- not a necessity but it's good to get to grips with numbers before the day itself arrives.), I thought i'd get a few specifics out there, statistically.
To make things fairer for everyone, everyone will use standard equipment. So, no swords that can splat undead with one hit, no uber armour that some epic dwarf made you for your birthday, or anything like that. Even racial abilities are going to be stripped (mainly because I don't know the tags to prevent that from happening, but I don't want any "healing touches" anyway). You will then be given some bog standard equipment based on your class. Mages and monks will recieve robes, warriors will receive sword, shield, bow and arrows, rogues will recieve sword, leathers and arrow and barbarians a two handed weapon and some medium armour, arrows and a shortbow. Rogues will acquire more ammunition than everyone else.
This is all you will be given to start with, though there will be places in which you can search for standard equipment, such as food, potions, weapons and ammo and there might be some lesser magical items knocking around the place if you're lucky enough. Otherwise, it's down to your wit and swift thinking to survive.
Naturally with a thing as this, poisons, diseases and curses will be implimented. No feats you can aquire such as Perfect Health, Resist Poison, Racial Immunity: Poison, Racial Immunity: Disease, will effect any of the diseases, poisons or curses. This isn't to spit on the guys who have these feats, but more to make it even, and give the lowbies a chance to survive. Naturally, however, the higher end players will have more will power, fortitude, and reflex saves, and the ability to overcome most mundane DC's, so that is your advantage here.
Clerics healing spells will work, however, to make it a little bit harder for everyone, and fairer for people who are not clerics, spells that heal instantly, and remove all effects, for instance, will be nerfed, and those that restore all hitpoints will not be able to be cast whilst in combat, or whilst being attacked. Cure critical wounds and below will function normally.
One might expect necromancers to excel here, which would be partly true. Undeath to Death is a good tool for splatting the undead which threaten you, as is control undead. Necromancers have the upper hand when it comes to a high kill count in this situation, and rewards might be issued for those who end with the most kills. Fair warning though, there are no street cleaners here.
Despite their plusses, most necromancy spells will not have any effect at all on the zombies, those that are negative based, effectively leaving two spells from their arsenal. You can guess which two they are!
the mod sees the introduction of a basic hunger system. Without food you will surely perish, so you need to work around that some how and get yourself sustenance. In the normal situation one might simply assume that since you're in a city you can just go to a tavern and buy food. Here you'll have to find it as mentioned above. Lack of food for 10 days will kill you.
Raise dead and resurection spells are going to be nullified -- they will have no use on the blackrock isles, for obvious reasons.
Other than that there's not much else I'm going to reveal to you, you'll have to work out the kinks and have fun doing so!
_________________ Never under estimate the power that language imparts. Sticks and stones may break your bones, but words can break hearts.
|