And now, the results of the first ever Roll to Deathmatch Viewers Choice Awards...
Most Entertaining Fatality-
GATLEOS! Let's face it, we all knew he was going to win this as soon as he chose Swordchucks as his starting weapon. Fun fact- the Swordchucks dealt 10 damage to opponents, and 2 damage to its wielders- however, they would have dealt more if Gatleos had had more than one HP at his time of death. Gatleos receives
ONE POINT for the amusing death, and the fickle
RNG receives
ONE POINT for the amusing fatality.
Most Badass-
MICELUS! Death was not enough to prevent Micelus from
wreaking havoc on the arena, and indirectly killing Jacen! For not having the sense to know when he's dead, Micelus wins
TWO POINTS!
ROUND THREE: THE DEADLY DUNGEONS OF DOOM
It should be a dungeon, filled with deadly traps and dangerous monsters, as well as cursed and enchanted items. The spectator should be a wizard, who should teleport in randomly and cast various spells. In addition to picking a item, the players should choose a class, either fighter, thief or mage.
The next arena borrows more than a little from
Nethack, which is to say, it may well be a ludicrously deadly comedy of errors. There are
three main wrinkles this arena will introduce...
1)
EXPLORATION- The map/movement mechanic from the previous round is being expanded upon. Each player will start
alone in a different room, and while you'll be aware of one another's explorations you won't be able to see what is going on in the entire map. So, while you may know where a given player
was and how to get there, you won't be certain whether a random
monster has wandered in, or set a
trap, or dropped an
item. In addition, rooms may also contain
secret passages- you can
search manually with a standard Roll, and some items let you automatically search.
2)
ITEM IDENTIFICATION- Up until now, you've always known the effects of what the items you find are.
Not anymore! Many items have regular abilities- swords tend to be +1 attack, for example. Magical swords might have
extra effects, however, and cursed swords may be detrimental in some way. You can identify an item with a scroll of identify, by praying at an alter, or the
old-fashioned way- using it!
3)
TRAPS- Traps are the world's way of telling you to go screw yourself. It is assumed that all creatures are moving around somewhat in their space- if a room has a hidden trap in it, it rolls against each creature in the room, based on their turn order. Traps may also be linked to specific
triggers, such as a lever, chest, or door. Both types of traps allow their target to make a roll to
dodge the trap's effect. Hidden traps can be discovered by making a search roll, at which point you will be immune to activating random hidden traps, though you'll still activate triggered traps
if you set them off.
As a minor final note, this arena has
no time limit- instead, it is more a race to
find the Amulet of Yendor. Capturing the Amulet immediately ends the round, regardless of whatever actions were supposed to happen after the finder's turn, and whoever finds it is rewarded with a
whopping TWENTY POINTS.
But enough of that nonsense- it's time for
CHARACTER GENERATION! Each player picks a class, which gives them an
innate benefit in the game. Then, each player chooses one of the available
items- Bullldog and G have precedence when choosing items. Once they're taken,
they're gone- you can still take the class, but you'll just have some gold instead. Each class comes with generic items.
Fighter- Fighters are all about combat- they start with
10/15 hitpoints instead of 10/10. In addition to a basic melee weapon, Fighters may start with one of these items:
Longsword- Your standard, steady sword- grants
+1 on attack rolls.
Mithril Armor- This lightweight armor makes the wearer
immune to debuffs inflicted by failed dodge rolls (no help against aimed attacks, though)
Ring of Regeneration- This magical ring steadily restores your hitpoints, at the rate of
1 HP every three turns (So, assuming you don't take it off, turns 3, 6, 9, etc)
Rogue- Rogues are stealthy folks who aren't the best in a fight, but are well suited to surviving the rigors of dungeon exploration. Rogues get a
+2 bonus to dodging traps. Rogues start with a set of throwing daggers, and may also start with one of the following items:
Amulet of ESP- You are able to detect the thoughts of intelligent creatures. This allows you to detect and attack
invisible creatures without penalty, and also warns you of creatures in adjoining rooms. It does not help against unthinking creatures, such as slimes and zombies.
Cloak of Magic Resistance- This cloak gives you resistance to magical spells and effects, in the form of a
+2 bonus when dodging them.
Poisoned Dagger- As last round's item- needless to say,
it messes folks up. It is worth noting that this dungeon will likely have more ways to resist the poison's effects, however.
Mage- Mages get Magic, of course! They can learn spells from
spellbooks, whereas the other classes need to use an item or scroll. Casting a spell is a Standard Roll, with various effects depending on the spell. All Mages start with a spellbook of Force Bolt (same as last round), and may also start with one of these items:
Spellbook of Teleport- Teleport only works on creatures, not items. You can choose not to designate a destination, in which case the target will teleport randomly. On a 1, the target and caster take one damage each. On a 3, you teleport the target randomly, and on a 4 and 5 you teleport the target to the specified location. On a 6, the target contracts Teleportitis.
Spellbook of Magic Missile- Fires Magic Missiles, which make attacks against targets with a
+1 bonus. If the attack rolls a natural one, it ricochets against a random creature in the same room. On a 1, you
hit yourself with a single missile. On a 3 you shoot
one missile, on a 4 you shoot
two, and on a 5 you shoot
three. On a six, you shoot
three missiles, and
every missile will ricochet at least once.
Spellbook of Protection- Grants a
temporary dodge bonus to the target. On a 1, incurs a
-1 penalty until end of turn. On a 3,
+1 until end of turn. On a 4,
+1 until end of next turn. On a 5,
+2 until end of next turn. On a 6, target gets
+2 dodge AND -1 attack until end of next turn.
I've still got to map the arena, but we should be underway soon enough. I'd have it done
now, but I've
been slightly distracted. That link is also why I may be slightly incoherent, as I've been looping for... 2 hours now, so please speak up if I'm unclear.