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10th level tournament challenge
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<blockquote data-quote="Hannibal Barca" data-source="post: 66809" data-attributes="member: 2775"><p>I DM a quarterly tournament in our group that takes place on Saturdays before the equinoxes and the solstices of each year. Any advice/input on the following points would be appreciated. </p><p> 1) I'm looking for any loopholes or omissions in the tournament rules that a player may be able to exploit grossly enabling one character archetype to dominate. </p><p> 2) Any character archetypes that you feel would succeed should I choose to include an npc this go around.</p><p> 3) Should initiative be rolled once for the combat as normal, or should I reroll the initiative each turn ? Whoever goes last on the first round via the standard initiative rules is usually a dead duck by the end of the second round as characters via spell or items tend to haste themselves the first round, then unleash a torrent of spells or attacks on the sloth who went last in the first round.</p><p></p><p> The rules of the tournament are as follows:</p><p></p><p> THE ARENA</p><p></p><p> The circular arena is 120 feet across with the arena stone walls twenty feet high. The floor of the arena is a layer of dirt 1 foot thick over a layer of stone slabs. In the center of the arena are three 100 LB stone balls colored either blue, yellow, or red. The starting point for each contestant has a steel basket 3 feet high bolted to the arena wall. The basket is a heavy steel mesh design so the color of the balls in a given basket are visible to contestants in the arena.</p><p></p><p>THE RULES</p><p></p><p>1) Each contestant starts at a point along the arena wall in front of a steel basket. The distance a contestant starts apart from his adjoining fellow contestants depends on the starting number of contestants. </p><p></p><p>2) No preexisting spells effects are allowed to contestants prior to the start of the contest unless they are permanent or the result of a continuous magical effect from a magic item.</p><p></p><p>3) No cohorts or improved familiars allowed. Standard familiars acceptable.</p><p></p><p>4) Each player starts with 45,000 experience. Any experience that a player has lost in item creation is deducted from the initial 45,000 xp. Ability score generation follows the 76 point method.</p><p></p><p>5) Starting wealth is for a 10th level character as per DM guide. Magic items are purchased with the proviso that no single item cost more than 10,000 xp. Exception: Item creation feats may allow a character to supersede these limits.</p><p></p><p>6) Initiative is rolled by the DM secretly. Character placement in the arena is conducted randomly by the DM.</p><p></p><p>ROADS TO VICTORY</p><p></p><p>1) Kill all your opponents. You win.</p><p></p><p>2) Persuade your opponents to elect you winner. You win.</p><p></p><p>3) Place the three balls in the center of the arena into your basket in the color sequence blue, red, then yellow. You win.</p><p></p><p>4) If all players die and the last player to die is you. You win.</p><p></p><p></p><p>Last tournament a fiendish kobold sorcerer (various energy resistances) won the tournament (!), by flying above the arena with heavy buff spells for AC and casting acid arrows, magic missiles and lightning bolts at some of the contestants. A typical tournament has five to seven contestants.</p><p></p><p> Thanks for any input.</p></blockquote><p></p>
[QUOTE="Hannibal Barca, post: 66809, member: 2775"] I DM a quarterly tournament in our group that takes place on Saturdays before the equinoxes and the solstices of each year. Any advice/input on the following points would be appreciated. 1) I'm looking for any loopholes or omissions in the tournament rules that a player may be able to exploit grossly enabling one character archetype to dominate. 2) Any character archetypes that you feel would succeed should I choose to include an npc this go around. 3) Should initiative be rolled once for the combat as normal, or should I reroll the initiative each turn ? Whoever goes last on the first round via the standard initiative rules is usually a dead duck by the end of the second round as characters via spell or items tend to haste themselves the first round, then unleash a torrent of spells or attacks on the sloth who went last in the first round. The rules of the tournament are as follows: THE ARENA The circular arena is 120 feet across with the arena stone walls twenty feet high. The floor of the arena is a layer of dirt 1 foot thick over a layer of stone slabs. In the center of the arena are three 100 LB stone balls colored either blue, yellow, or red. The starting point for each contestant has a steel basket 3 feet high bolted to the arena wall. The basket is a heavy steel mesh design so the color of the balls in a given basket are visible to contestants in the arena. THE RULES 1) Each contestant starts at a point along the arena wall in front of a steel basket. The distance a contestant starts apart from his adjoining fellow contestants depends on the starting number of contestants. 2) No preexisting spells effects are allowed to contestants prior to the start of the contest unless they are permanent or the result of a continuous magical effect from a magic item. 3) No cohorts or improved familiars allowed. Standard familiars acceptable. 4) Each player starts with 45,000 experience. Any experience that a player has lost in item creation is deducted from the initial 45,000 xp. Ability score generation follows the 76 point method. 5) Starting wealth is for a 10th level character as per DM guide. Magic items are purchased with the proviso that no single item cost more than 10,000 xp. Exception: Item creation feats may allow a character to supersede these limits. 6) Initiative is rolled by the DM secretly. Character placement in the arena is conducted randomly by the DM. ROADS TO VICTORY 1) Kill all your opponents. You win. 2) Persuade your opponents to elect you winner. You win. 3) Place the three balls in the center of the arena into your basket in the color sequence blue, red, then yellow. You win. 4) If all players die and the last player to die is you. You win. Last tournament a fiendish kobold sorcerer (various energy resistances) won the tournament (!), by flying above the arena with heavy buff spells for AC and casting acid arrows, magic missiles and lightning bolts at some of the contestants. A typical tournament has five to seven contestants. Thanks for any input. [/QUOTE]
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