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Category Archives: Duels

People vs. Zombies: Feedback!

plants-vs-zombiesThank you, guinea pigs students, for playtesting the People vs. Zombies game! After some feedback, I propose the following changes:

  • Mana Flowers generate 10 Mana per turn instead of 5
  • Wooden Walls are 3 feet high (provide cover to Medium creatures and improved cover to Small creatures, DC 12 Acrobatics to jump over, stepping over requires 2 squares of movement and finishes a move action, hardness 5, hp 10)
  • The battle grid is 21 x 21 (105′ square)

There was worry that the “People” are too underpowered compared to the “Zombies.” But Level 1 characters with PC gear are theoretically equal in power to CR 1 creatures. So here are generic Level 1 PCs with 500gp each that I have optimized. We will see how these work out.

Have more ideas? Any Objects you want to suggest? Leave a comment below!

-Grandmaster

Generic Level 1 characters to start with:

Human Barbarian 1

Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Init. +1
hp 15
AC 17 / touch 11 / flat-footed 16 (+6 armor, +1 Dex)
Fort +4, Ref +1, Will +1
Speed 30′
Melee: greataxe +5 (1d12+4/x3)
Ranged: sling +2 (1d4+3) 50′, longbow +2 (1d8/x3) 100′
Special: rage 6 rounds/day
BAB +1, CMB +4, CMD 15
Feats: Power Attack -1/+3, Weapon Focus (greataxe)
Skills: Acrobatics +2, Climb +4, Intimidate +3, Swim +4
Gear: alchemist’s fire, potion of cure light wounds (2), mwk breastplate, rope + grappling hook

Gnome Bard 1

Str 11, Dex 14, Con 14, Int 8, Wis 10, Cha 17
Init. +2
hp 11
AC 18 / touch 13 / flat-footed 16 (using buckler) (+4 vs. giant subtype) (+4 armor, +2 Dex, +1 shield, +1 size)
Fort +2, Ref +4, Will +2 (+2 vs. illusions)
Speed 20′
Melee: rapier +3 (1d4/18-20)
Ranged: shortbow +3 (1d4/x3) 60′
Special: bardic performance 7 rounds/day (countersong, distraction, fascinate, inspire courage +1); hatred (+1 attack rolls vs. reptilian and goblinoid subtypes)
Spells: 1st-level (2/day) – cure light wounds, sleep (DC 14); Cantrips – daze, flare, lullaby, resistance
BAB +0, CMB -1, CMD 11
Feats: Weapon Finesse
Skills: Acrobatics +4, Climb +2, Intimidate +7, Perform (sing) +7, Use Magic Device +7
Gear: alchemist’s fire, mwk backpack, mwk chain shirt, buckler, potion of cure light wounds, rope + grappling hook, wand of magic missile (CL 1, 4 charges, DC 20 Use Magic Device to use)

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Posted by on February 24, 2015 in Duels

 

New Game in the Guild: People vs. Zombies!

plants-vs-zombiesThanks to Devon, I have now been exposed to the game Plants vs. Zombies. It gave me ideas for the kind of game I’ve been thinking of making for the Guild!

BETA RULES for People vs. Zombies (Version 0.1)

GOAL: Destroy everyone and everything on the other side.

TEAMS: One team is the “People” team, and the other team is the “Zombies.” Each team has 4 players. The People team starts with four Level 1 characters. The Zombies team starts with 1600 XP worth of creatures from the Bestiary 1. No single creature can be greater than CR 3. They don’t have to be zombies, or even undead for that matter. (For higher-level games, all these things scale up.)

Mana

Each side begins with 30 Mana. With Mana, you can summon creatures or place objects. After the first round, you generate 10 Mana per turn.

Creatures

Summon creatures from the summon monster list or from the summon nature’s ally list. The creatures must appear in the back 4 rows of your side and CAN take action this round (after rolling initiative). The level of the creature determines its mana cost. When you summon a creature, you cannot summon anything else for a number of rounds equal to the level of the monster. No side can ever have more than 10 creatures.

1st level – 10 Mana, Cooldown 1 round
2nd level – 30 Mana, Cooldown 2 rounds
3rd level – 50 Mana, Cooldown 3 rounds
4th level – 70 Mana, Cooldown 4 rounds
5th level – 90 Mana, Cooldown 5 rounds
6th level – 110 Mana, Cooldown 6 rounds
7th level – 130 Mana, Cooldown 7 rounds
8th level – 150 Mana, Cooldown 8 rounds
9th level – 170 Mana, Cooldown 9 rounds

Objects

We will adjust this list as we do more playing. You cannot place something on top of or underneath an existing creature. All objects must appear on your half of the mat. Here is a preliminary list:

Mana Generator (25 Mana) – adds 5 Mana to what your side generates per turn. It has AC of 5 (melee attacks against it get a +4 bonus), hardness 0, 15 hit points.
15-foot section Wooden Wall (5′ tall, gives improved cover [AC +8], hardness 5, 10 hit points, Climb DC 25) – 5 Mana, Cooldown 1 round
Trench (10 feet deep, 15 ft. by 5 ft., Climb DC 15) – 5 Mana, Cooldown 1 round

Order of Events

  1. Creature Setup: Each side reveals and places one character at a time, beginning with the People side. The Zombies side cannot reveal a monster that is stronger than any previous monster. The Zombies side knows only races and classes, BUT if the People team haven’t pre-made their characters yet, the Zombies side can see their FULL character sheets. (Each team can only place creatures in their back 4 rows.)
  2. Building Setup (5 rounds): Each side takes turns (1) generating 5 Mana and (2) placing an object that is NOT a Mana Generator. At the end, each side then has 30 Mana (you cannot “save” Mana from the Building Setup phase).
  3. Everyone rolls initiative!
  4. Group Initiative: In addition to rolling initiative for each creature, each side rules Group Initiative: d20 + the top 4 Initiative bonuses on your side. On any given turn, the group that is up first can cede the first turn to the other side.
  5. Building Phase: before any CREATURE takes an action, each side summons monsters or places objects,
  6. Action Phase: all the creatures act in initiative order.
 
4 Comments

Posted by on February 22, 2015 in Announcements, Duels

 

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Gio vs Sebastian pvp…

Sadly after a nice battle hack and slash Sebastian WON!!

 
2 Comments

Posted by on March 6, 2013 in Duels, Uncategorized

 

Rules for Guild DUELS!

duel2You need more gold. She insulted your family. You don’t like his face.

There are many good reasons to challenge a Guildmember to a duel.

But we have the advantage of spilling imaginary blood instead of real blood. And it’s WAY more fun!

So here is how Duels work:

  • Challenge someone to a Duel, and they accept. This must happen before or during the Guild day before you have your Duel. So this way, I can rearrange the GMs and groups to accommodate your little feud, which usually involves having enough time to make new characters using Room 102’s computers.
  • You can wager an amount of gold (NOT XP), and you can set the rules for your own Duel, subject to Grandmaster’s discretion.
  • You may not use your regular Guild characters. (Meaning, you never risk your regular Guild characters — you can “make a copy” of your Guild character for a duel, however.)
  • The winner(s) of the Duel gain double the Standard XP Bonus. The loser(s) gain nothing. (Note that this is less than what you might get from adventuring — this is because you are not risking any of your Guild characters.)
  • If someone serves as GM, he or she earns the Standard XP Bonus.
 
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Posted by on March 6, 2013 in Announcements, Duels, Resources

 

Sebastian called for pvp…

Sebastian has called for a pvp against Salvatore today. I think there should be bet of 500gp if somebody has a has a better idea of what to bet please post a comment or contact Salvatore. I say they should be lvl 11 Sabastian post his thoughts on this madder. Salvatore wrote this.

 
8 Comments

Posted by on March 5, 2013 in Duels, Uncategorized