Game of Death

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I'm out for a few hours now, but I'll be back later this evening to look over comments, answer questions, etc.
 

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Are you limiting number of forms to a preselected amount for polymorph, wildshape, shifter?

Can you give an explanation as to how you prefer to handle targeting? Do you target a square, or do you target an intersection of lines?
 
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Excellent, if you don't mind having the same crowd in all of them, I'm more then happy to play. I'll have my character when we get a few more particulars on the Arena and such.
 

Sounds really cool. I am very interested! When you decide on the character generation rules, will you accept a character in PCGen format? Since Ive not participated in a game of this nature before, I may be a bit of a neophyte, but I wouldnt mind muddling through this if you dont mind the headache of being the arbiter of MY misdeeds.
 

Looks fairly simple to me.

? - Will teams be allowed?

Should be interesting to see how an adjusted Haste(3.5?) works.

JDragon

BTW - if allowed; anyone looking to do the team thing for this one?
 

i don't think i feel like teaming this time. even though it really really enhances a team's play ability, i just can't deal with another round of that much behind-the-scenes drama.

at least this time i'm going to create an actually effective character.
 

I've been kinda known for making bard-type characters, but I think I may go outside that for this one. I think I may have finally proved my point on the effectiveness of bards, thus be able to move on. There are a lot of possibilities open at 15th level, too.

Although, it would be tempting to put a clone of Dabbil the Fourth in. He's all core-rules, so there's nothing to be denied.
 
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Quick answers...

Number47

Polymorph/wildshape/etc.: My kneejerk instinct is to require the players to pick a set of precalculated forms, so that I don't have to go through a subset of character creation every time they go at it. However, I'm not sure how many would be a good range, yet. I'm thinking about 5, maybe? Dunno.

Targetting: For area effects and attacking invisible? I'll use square-targetting rather than crosshair-targetting. Excellent question!

Dabbil the Fourth: Heh. The core rules allow a lot more than most people think :). I'd agree that you don't need to prove anything with bards (at least not to me - I'm pretty impressed with them), but if you'd like to play one, feel free.

DM with a vengence

I don't mind "the same crowd". I'd like to ensure that there are a few new bloods, but I think (cool hand luke, Tisvon) that has been covered by now.

Breakdaddy

I'm not familiar with PCGen, unfortunately. If I can read it without having the program installed, I can probably accept it.

Hm. That brings up standards and formats. At the moment, I don't know of a good standard format. Anyone have any suggestions?

JDragon

No teams. I don't care if people ally in-game, although I frown on out-of-game secret discussion - see the 25/50 word limit per round - even though I know I can't stop it if it occurs.

But this will end with one champion standing, not three. More on this in a coming post.
 

Okay, so I'm going to make several posts discussing different aspects of my plans for this potential Game of Death. Please feel free to comment on any of it - most of this is a bit loose, still.

We'll start with the basic arena setup.

Game of Death: Hethas' Gambit

Note: the following is one gawd's opinion. The author merely seeks to faithfully record it, but states that he, himself, rather enjoyed Zeus' game of death, and hopes to see more of that sort.

"Bah! What WAS that? I was told we were going to see mortal-on-mortal action, not Zeus throwing miracles every round!"

"What's wrong with Zeus throwing miracles? He's pretty good at them."

"I see miracles every day. And it's not like it's a challenge for him - he can do that stuff in his sleep! I wanted to see heroism, betrayal, EFFORT. I wanted to see final stands against overwhelming odds, I wanted to see smackdowns, I wanted to see BLOOD."

"Well, you're a Gawd yourself. Why don't YOU run one?"

"Maybe I will. In fact... I will!"

Hethas is a Gawddess of earth and death in a distant D&D world, who wants to bring the death back into "game of death". Her arena and venue is not huge, but Her reputation for viciousness has drawn numerous Gawds in to watch.

The Arena

The arena, Hethas' Gambit, is a stadium-style rounded rectangle deep within the earth. It is 500 feet long, 300 feet wide, and has a flat, horizontal ceiling 300 feet up. The walls are thick adamantine enchanted to be permanently invisible, and the collosseum seating is behind that.

Each square on the map will be 5' to a side. Moving one square diagonally in a round is treated as a 5' step; moving two squares or more diagonally is treated as 15' per 2 squares. Locations are defined as X, Y (height if applicable). X is horizontal; the X numbers run along the top of the map. Y is vertical; the Y numbers run along the left side of the map. Height is used for flying characters, characters on raised or lowered sections of the arena, and characters who are underwater. When specifying a movement, you should give BOTH a distance/direction AND the final coordinate you expect to end up at.

The arena itself is changeable by Hethas' will, and She has a set series of "interesting" changes intended. Every 5-10 rounds, the environment will change. Expect to fight in driving rain, in confined spaces, on slick ice and by dangerous dropoffs. Just not all at once. All such environmental changes, while "exotic" in a sense, will not be strange or magical... There will be no natural zones of antimagic, high gravity, "positive energy" or the like - all terrains will be earth-like and you will be able to prepare for them. In addition, there will usually be an extra round or two during which the change itself takes place, so you will have some warning of what sort of environment is coming.

At the start of the tournament, there will be a few low mounds, a deep stream (or shallow river), and a pond. Visibility will be better than 500 feet, and artificial sunlight (as the daylight spell) will be pumping from the ceiling. Do not expect any of these facts or descriptions to remain the same... and indeed, they may begin changing on the very first round.

It is recommended that you:
1. Have far and close attacks available to you. The terrain will sometimes prevent far attacks, and a close-in fighter who is on top of you will quickly reduce your options. The arena itself is pretty big, and if you can't get across the arena quickly enough, you'll want far attacks to hit people who are avoiding you.

2. Be prepared for hot and cold conditions. Be prepared to climb and swim, and be prepared for periods when flying is not an option.

3. The arena is smaller than most long range spells. Be prepared to take heat from spell casters on the other side of the arena.

4. Be capable of fighting or escaping in an antimagic field. The arena will not produce any, but I can practically guarantee some of the other players will!

Game Beginning

Characters have ONE PREP ROUND before being teleported into the arena to prep any spells. Unless you can prep them in that single prep round, you will have no buff spells, no magical effects (such as from candles of invocation or incense of meditation), etc. Characters appear in the arena fully equipped. Hit points are at full, resources are full, etc.

Each player CHOOSES where on the map they will appear. They do this with no knowledge of where the others will choose to appear. You can not appear in the air - the location must be on the ground. If two players choose the same X,Y coordinate, each will be moved one square in a random direction (the original square they were both trying for will remain empty).

All characters appear in a puff of smoke. Invisible characters will remain invisible, but everyone will know where they started out due to the puff of smoke. Each character has a different color of smoke, and will have been seen prior to the tournament starting, so there will be no complete unknowns.

I will roll initiative when the characters appear in the arena. We will then use that initiative order from that point on (with changes per the rules for refocusing, etc.). Initiative results will be publicly displayed, as will changes in initiative.
 
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Building Gladiators

LIMIT 1: Core Books + OGL Stuff. Non-core book OGL items are allowed on a case-by-case basis (possibly with edits), and the resulting information will be made public knowledge. The fact that YOU are using the OGL crunch will not be revealed - only that someone asked about it, and it was allowed. There will be no PrCs that no one knows about, no feats that no one knows about, etc.

LIMIT 2: No psionics. I am not familiar enough with them to run a fair game. This is not a balance issue.

Ability Scores: 36 point buy (high power) with these costs:
below 8 - gain 1 pt per -1 below 8
8 - 0 pts
9 - 1 pts
10 - 2 pts
11 - 3 pts
12 - 4 pts
13 - 6 pts
14 - 8 pts
15 - 10 pts
16 - 12 pts
17 - 15 pts
18 - 18 pts

The point system above is based on this thread. In short, it's WotC's system reverse engineered and smoothed out a bit. A value of 36 points roughly simulates the advantage of 2d6+6, which is about where I want it.

Level: 106,000 XP. Maximum HP for each level (average for cohorts). Multiclass XP penalties WILL be applied, so you need to specify in what order you took each class. If you have ONE PrC, it does not cause XP penalties; each one past the first DOES.

Equipment: 200,000 GP. No more than 100,000 GP on a single item. No items that allow you to cast 8th or 9th level spells (scrolls, staves, etc.). Note that casters who can cast 8th level spells must also abide by this rule, but may cast the spell themselves in the arena.

Wizard Spells Known: any cantrips, 8 non-cantrip spells, +3 non-cantrip spells per caster level after 1st. You still need to list cantrips.

Cohorts/Companions: CHA is the only modifier to your leadership score. No followers are allowed in the arena, but your cohort may accompany you. Build your cohort normally (NPC wealth table, average HP, 28 point buy for attributes, otherwise the same options as the gladiator). You will control your character's cohort.

Cohort Leaders? NO. Your cohort may have animal companions, but may not take the leadership feat.

Doubled Leadership? You may take the Leadership feat more than once to get more than one Cohort. Each Cohort after the first is a flat -2 levels, regardless of CHA and other factors.

Animal Companions/Familiars? All may accompany you normally. You gain no benefits from the companion if they do not accompany you (no CON+2 from the toad in the stands, for example - the toad must be on your person).

Monster PCs: Allowed on a case-by-case basis. ECL determined by me (with the helpful aid of Savage Species and the DMG). Any ECL monster or rulings I make will be public knowledge so that anyone who wants to take that package can, and so anyone who sees the creature in game can guess at its capabilities with the same efficiency as for core class/race combinations. I will allow use of templates, Awakened animals, undead, etc.

Spell Nerfs

Harm: Fort Save for 6d6 +1/caster level hp. This can not reduce target below 1 hp.

Haste: Only one spell may be cast per round unless the quicken feat is used. The partial action given by haste does not allow a caster to get around this limitation, but does allow a caster to take a full round non-spell casting action (such as running) AND cast a spell (or two spells if used with quicken). Haste is otherwise unmodified. (Note: this is based partly on the 3.5 nerf).

Summon Spells: Spell casters will now build their own summon spells. Each individual spell summons one kind of creature of CR equal to the spell's level. Thus, a 4th level summoning could summon an owlbear, but could not summon "any CR 4 creature". The duration remains 1 round/level. Creatures must fit the caster type (no druids summoning fiendish half-dragon orcs).

Planar/Ethereal/Astral Spells and Magic Items: Do not work (including armor of etherealness and similar such). The exceptions are instant duration spells (such as teleport or dimension door) and spells which create a pocket space rather than shifting the subject to a whole other plane (such as rope trick or maze).

Polymorph Any/Other/Self: Restricted by CR to (caster level/2)+1, rounded down. Thus, a 10th level caster could polymorph into a CR 6 creature. No templates are allowed. Wildshape and similar abilities will be limited to CR in the same manner. Anyone with these abilities must pre-define (and calculate the stats for) up to 5 shapes they can take - these are the only shapes they may transform into in this arena.

Other Considerations

Item Creation Feats/Craft Skills/etc: Standard experience and gold cost for such items. You may NOT produce a less than fully charged item.

Wands/Rings/Potions/Command Words: All potion names and command words are written on the item. The languages they may be written in are Language A, B, C and D. All players understand Language A. You must be able to read and write the language your command words are written in.

Bardic Knowledge & Knowledge (Heroes & Villains): A DC 25 check will give you one item of information about one character. You may make one check per round as a move equivalent action (you are thinking, but not so deeply that you can't act at all). The kinds of information you will get will vary, but might be an inobvious race or class, a major attack type, an infamously powerful magic item, or a range into which the character's highest level spells fall into (0-2, 3-5, 6-8).

Sunder/Breaking Weapons: Bows (and other missile weapons) are treated as weapons for purposes of sundering or breaking them. HOWEVER, instead of being "unbreakable" by lesser weapons, magic weapons multiply their Hardness by (1 + difference in enhancement bonuses). Thus, if a character attempts to break a +2 longsword, using a +1 longsword, the +2 longsword will be treated as having Hardness 20 instead of Hardness 10 (hit points are still 5). Breaking a magic weapon with a greater magic weapon does not divide Hardness.

Damage Reduction: Magical DR (10/+3 and the like) is divided by 2 (round DOWN) and changed to X/-. For example, a night hag (who has DR 20/+3) changes to DR 10/-. This stacks with barbarian DR, and overlaps with other magical DRs (so a fiendish nighthag still only has DR 10/-). If a creature is listed as having a vulnerability to a non-plus material (such as silver), that material still gets through their DR. Antimagic gets rid of magical DR except in special cases (iron golems, for example, get theirs from their composition). If anyone has magical DR, I will post whether or not it functions (for their race/etc.) in antimagic zones.

Dust of Disappearance: Per its description, dust of disappearance defeats see invisible, invisibility purge, or true seeing. However, dust of appearance and glitterdust defeat it (these do not detect the subject - they coat the subject), as does anything which adheres to the subject on top of the dust, such as water or mud. Dust of disappearance is also defeated by swimming in water, passing through a wind wall and similar things. Ask me if you have a specific question about it.

Quick Draw: This feat allows you to sheathe ONCE and draw ONCE per round, per hand. Thus, a 6-armed monster with quick draw could sheathe six swords and draw six daggers, but could not sheathe the same sword six times with the same hand in one round.

Quaal's Feather Token (Anchor): This causes a chain to grow from where the token originated (plus some extra chain to tie off) straight down until it hits earth, where it sinks into the earth and grips. If it hits something before the earth, it grows around the side of the something and continues down. Removing the anchor is a DC 40 STR check; the one who activated the token may deactivate it at will.

Quaal's Feather Token (Tree): The tree springs forth from the earth, and must have a place to root. A living creature of at least Large size is considered a sufficient place to root. Living creatures get a Fortitude save (DC 15) to resist being rooted in; on a success, the feather token starts to transform but loses its magic; on a failure, the token roots in the creature, doing 3d6 damage, or 10d6 damage if internal (in a creature's mouth, for example).
 

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