Game of Death

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I assume we are using Clockwork's Game of Death linked on the first post for character creation, because I could not find any solid rules on points, or what special bonuses your character gets etc.
 

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DM with a vengence said:
I assume we are using Clockwork's Game of Death linked on the first post for character creation, because I could not find any solid rules on points, or what special bonuses your character gets etc.
we're doin' 36 point buy, and i don't think this game is using "Perks".
 

That's 36 points according to the costs laid out in this thread, which is different than the DMG. All the guidelines are in the first page, if you look for them.
 

Also... You don't have to get a completed character to me by this Friday - just what stuff you want approved, and what (if any) obscure, vague rules you want rulings on. Friday is the "cut off" for finalizing the character creation rules, not characters.

Attributes: from page 1 of this thread, 36 points, purchased as follows:
3: -5 pts
4: -4 pts
5: -3 pts
6: -2 pts
7: -1 pts
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
 

Note: This isn't using Clockworkjoe's rules at all! I just gave a link at the beginning to show what a Game of Death was :). All of the rules for character creation are in this thread (and the BIG ones are on the first page of the thread).

Sollir Furryfoot: Quicken has no impact on how much time it takes to read a scroll.

Tisvon: It's a neat idea, and in a campaign I would let you get away with it, but this arena is more specialized than a campaign, and everyone who might get killed wants to either (a) not get killed, (b) get killed in a way that they felt they had at least a slim chance, or (c) see the person what killed them irresistably get nerfed, nerfed, nerfed :D.

So yeah, I'm running D&D-without-most-irresistable-events, for the most part, and resistance makes falling rocks low-efficiency in the bang-for-buck dept.
 

seasong said:
Tisvon: It's a neat idea, and in a campaign I would let you get away with it, but this arena is more specialized than a campaign, and everyone who might get killed wants to either (a) not get killed, (b) get killed in a way that they felt they had at least a slim chance, or (c) see the person what killed them irresistably get nerfed, nerfed, nerfed :D.

So yeah, I'm running D&D-without-most-irresistable-events, for the most part, and resistance makes falling rocks low-efficiency in the bang-for-buck dept.

It is a cool idea, and given more favorable rules for it, it would have been quite good. (For instance, if it had been ruled as a five-foot area effect, and thus no reflex save, it would have been fairly unstoppable.)

Also, do I get bonus points for using core books only, and no prestege classes? ;)
 
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I've lost my access to home e-mail from work, so anything you e-mail me won't get looked at until this evening.

More Favorable Rules

Even 20 ft radius fireballs allow reflex saves, and at a lower DC than the one I gave :). I'm pretty confident that the Reflex save is well within the realm of reason, particularly given the DMG's advice on when to use Reflex saves, and the effects of area-effect spells.

I could have made it "save for half", but that wouldn't make this tactic work better - it would have just made sure that everyone built Rogue/multiclass characters with boosted Reflex saves. That wouldn't be any fun.

The real issue is the time it takes to fall from great heights (hitting someone who is moving from 100 ft up with an object moving at an average of 50 ft per second at the fastest, at all, is a pretty favorable ruling if you ask me), and the spot check.

Without a spot check, this becomes a real killer of a tactic. The problem is, there should be a spot check. Maybe not quite as easy as I made it, but keep in mind that this is also an arena where everyone is constantly looking around them, is prepared for fliers, etc.

And without the spot check, again, I would just end up with a ton of Rogue/multiclass characters who ask me what the penalty is for keeping an eye on the sky (-2, as best as I can ascertain from the rules). And with people keeping an eye on the sky, that stone isn't going to hit ANYONE.

So the generic spot check allows a middle ground.

And then, of course, there's the invisibility - Those nixes were strictly by previously established rules (normal invisibility includes objects in its target list; improved invis does not; and dust of disappearance & wind was established way at the beginning of this thread).

In all, I didn't nerf this at all - there aren't any rules for targetting with big rocks from high up, and I wrote rules that favored an interesting fight, and made sense.

I did nerf the damage, but when you can get 100d6+ out of the nerfed damage, I don't think anyone should have a problem with that :).
 

Just to make it clear, I'm not complaining, and, in fact, I pretty much agree with your rulings. I have a minor gripe, but since I'm not using the big- bad- rock tactic, it's a moot point.
 
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