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Offline YoungSotTopic starter

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The Dungeon of Elemental Doom https://elementscommunity.org/forum/index.php?topic=34956.msg440538#msg440538
« on: December 19, 2011, 11:59:34 pm »
The Dungeon of
Elemental Doom

- Rules (WIP) -
Created and organized by: YoungSot


Players form teams of 3 to venture into the dangerous depths of The Dungeon, gathering riches, gaining power, and seeking to earn glory by killing the powerful and evil Chimera within. Players play both their own characters, and monsters for their competitors to fight.



Signing up:
Anyone with a forum and a chat account can sign up for this event. Start by reading the rules very carefully. You may then sign up with a full three player team HERE, or sign up as a single player looking for a team HERE.
Maximum amount of participants for this event is 30, (enough for 10 teams of 3).


Heroes:
Each team has a Character Sheet that tracks their gold, classes, items owned, wounds, and current room within the dungeon. Each player chooses a Class for their Hero when they sign up. Classes determine what elements are available when deckbuilding for your Hero, and each class also gives useful special abilities that can benefit the whole team. The four possible classes are below:
Class:Allowed Elements:Special Ability:
Cleric :light :earth :waterHeal: During the Preparation Phase you may remove the wounded status from one team-member.
Barbarian :entropy :gravity :lifeCharge: TBD
Wizard :aether :fire :timeCounterspell: During the Preparation Phase, ban one enemy from using a specific card that round.
Thief :darkness :death :airScout: During the Preparation Phase you may choose one trap for your team to ignore.

Rooms:
There are a total of 5 "Rooms" within the dungeon. Each room has certain special rules, including 2-3 "traps" which are environmental penalties that can be disabled by a Thief character. Teams remain in a room until they defeat at least 2 monsters during the same round, upon which they advance to the next room. The rules and traps for rooms are only revealed when at least one group of players enters the room.


Monsters:
Each player in the event plays both Heroes and Monsters. The monsters are assigned an element that they must use at least 50% of, and monsters cannot use upped cards or shards. Many Rooms have special rules that specifically apply to monsters in that room. Other than that, the monsters may use whatever deck they want. If a monster beats a Hero that Hero becomes "wounded". If the Hero was already wounded, they die instead, and the player for that character no longer participates as a Hero (they still assist their team by playing as a monster however). Clerics can remove the wounded status from their allies, helping the team stay alive through the occasional loss. If two Heroes on a team die, that teams drops out of the event.


Loot:
Teams receive 500 gold for each victory by a member of their party, including when they fight as monsters. Each time a player wins a match as a Hero, that Hero's team receives a new magic item at the start of the next round. Magic items allow players to use a certain amount of upped cards, and often grant new special abilities as well. The team decides which player to give the item to during the Preparation phase, and that item remains with the chosen player for the rest of the event, stacking with other items.


Preparation Phase:
At the start of the Preparation Phase, the organizer posts the monster/adventurer matchups, and updates each team's location within the dungeon. If a team is entering a room that has not been explored by any other teams yet, the organizer reveals the traps and special rules for that room. Teams then have 24 hours to update their character sheets with any new wounds, gold earned, and post how they wish to use their class abilities. If the team earned any new items they must assign those items to specific players and post how they wish to use the abilities attached to those items.


Battle Phase:
Lasts 5 days. During the Battle Phase each teammate must arrange a time to play their matches, both as an adventurer and as a monster. After the match, players post their decks in the "Bards Tales" section.


WINNERS
The event ends when the Chimera is defeated, and two prizes are awarded. The first prize goes to the team that defeated the Chimera. If multiple teams defeat the chimera during the same round, then those teams hold a mini-tournament to decide which team is most worthy of the glory. The team that is most worthy gains everlasting fame (in the form of a forum icon). The second prize is awared to whichever team accumulated the largest amount of gold by the event's end. The richest team will receive an electrum reward of 12,000 (4k for each player).

Offline YoungSotTopic starter

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Re: The Dungeon of Elemental Doom https://elementscommunity.org/forum/index.php?topic=34956.msg440544#msg440544
« Reply #1 on: December 20, 2011, 12:04:36 am »
This is still a WIP. I've been wanting to do a "Dungeon Crawl" style event for a while, and this is what I've come up with so far. Comments are welcome ofc. I'll hopefully have this completed sometime in the next week. TStar, if you're reading this, Ima try and hunt you down in chat sometime soon so that I can question you on what you look for in a good event.
Thanks for looking, hopefully this idea can be crafted into a balanced, enjoyable event.

Offline TStar

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Re: The Dungeon of Elemental Doom https://elementscommunity.org/forum/index.php?topic=34956.msg440852#msg440852
« Reply #2 on: December 20, 2011, 07:40:59 pm »
Exciting concept, a mix of RPG dungeon crawl and EtG.

Some initial impressions......

    With 10 teams, it is probably best to let each team maintain their own CS with the Organizer just making sure it is correct.  Having to maintain them all would add lots of work onto the Organizer that can probably be easily avoided since most players who would be joining this are probably fans of RPGs and very familiar with maintaining CS's (and for some that's part of the fun).How will teams be determined?  Will players be able to pick their own teams or will they be randomly created?If players build monster decks as well, will there be some type of handicap system to account for differences in skill level between players in deckbuilding?  Some players are more adept at this than others so the players matched up against less experienced deckbuilders will have an advantage over those who play against more skilled ones.If a player is eliminated, do they still compete as a monster or are they completed removed?It seems to me that a Cleric is essentially immortal since they can heal themselves after a loss each round.  Is this intended or would this create an unfair advantage to those players advancing over others?You mention an electrum award as a prize.  Is this provided by yourself or would the PvPEM need to provide those?You say the event ends when the Chimera is defeated.  What is the Chimera?  Is that deck predetermined or is it also created by players?
Looking forward to seeing how this develops.
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Offline YoungSotTopic starter

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Re: The Dungeon of Elemental Doom https://elementscommunity.org/forum/index.php?topic=34956.msg440884#msg440884
« Reply #3 on: December 20, 2011, 08:32:03 pm »
    Exciting concept, a mix of RPG dungeon crawl and EtG.

    Some initial impressions......

      With 10 teams, it is probably best to let each team maintain their own CS with the Organizer just making sure it is correct.  Having to maintain them all would add lots of work onto the Organizer that can probably be easily avoided since most players who would be joining this are probably fans of RPGs and very familiar with maintaining CS's (and for some that's part of the fun).
    Good point. I'll change that.

      How will teams be determined?  Will players be able to pick their own teams or will they be randomly created?
    I think TPvP has a good method, so I was planning on borrowing it. Two signups, one for completed teams and one for those who want to be randomly assigned.

      If players build monster decks as well, will there be some type of handicap system to account for differences in skill level between players in deckbuilding?  Some players are more adept at this than others so the players matched up against less experienced deckbuilders will have an advantage over those who play against more skilled ones.
    I wasn't planning on it. It's not too different from a tourney in that respect, you can get lucky and have a lot of easy matchups. But if we'd like to reduce that luck factor, I could perhaps use a system that matches up teams in "deeper" rooms against each other when possible, so that the more successful players compete against each other. Also, each room has some special rules for it's monsters, and the deeper rooms will generally buff their monsters, which can help counteract lesser deckbuilding skill.

      If a player is eliminated, do they still compete as a monster or are they completed removed?
    This is mentioned under the Monster rules. They continue to compete as a monster. They can still help their team that way by slowing their competition and winning gold for victories.

      It seems to me that a Cleric is essentially immortal since they can heal themselves after a loss each round.  Is this intended or would this create an unfair advantage to those players advancing over others?
    Intended. The Cleric's job is to keep the team alive by counteracting the occasional loss. Just surviving won't be enough to win the event though, as you can't advance unless you're winning consistently.

      You mention an electrum award as a prize.  Is this provided by yourself or would the PvPEM need to provide those?
    I'm offering my own code collection for this purpose, though ofc if there were a way to get codes from somewhere else, that would be nice.

      You say the event ends when the Chimera is defeated.  What is the Chimera?  Is that deck predetermined or is it also created by players?
    It's a secret! But basically it's the monsters within the final room. With some special rules to make them a challenge even for the souped up heroes. When a team encounters the chimera, they're automatically matched up with the team that's closest behind them, giving that "second place" team a chance to slow the first place heroes long enough for a come from behind victory.[/list]

    Looking forward to seeing how this develops.
    Thx again for the feedback.

    Offline MyNameIsJoey

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    Re: The Dungeon of Elemental Doom https://elementscommunity.org/forum/index.php?topic=34956.msg450201#msg450201
    « Reply #4 on: January 18, 2012, 02:47:48 pm »
    from what i understood, rounds are 6 days each. If a team goes perfect, i mean win on each of the 5 rooms, it lasts exactly 30 days.

    And that is only if a team goes perfectly.

    That makes it a very long lasting event and, unless it changed since i was PvPO, thats too long.
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    Offline YoungSotTopic starter

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    Re: The Dungeon of Elemental Doom https://elementscommunity.org/forum/index.php?topic=34956.msg450234#msg450234
    « Reply #5 on: January 18, 2012, 04:20:57 pm »
    I thought ~6 weeks was an acceptable length. If I ever see TStar in chat again I'll have to check with him. Both the 5 rooms and 5 day combat phase are fairly arbitrary numbers anyway, so it's not a big deal if one of them needs to be reduced.

    Thanks for reading jijo. If you have any other thoughts on possible improvements I'm glad to listen.

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    Re: The Dungeon of Elemental Doom https://elementscommunity.org/forum/index.php?topic=34956.msg450279#msg450279
    « Reply #6 on: January 18, 2012, 08:10:36 pm »
    As TStar said, it's interesting, some questions:

      From what I understood, the scout can remove traps penalties, what are the penalties from traps?What do we do with gold, useless until the rewards?The classes must be different?
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    Offline YoungSotTopic starter

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    Re: The Dungeon of Elemental Doom https://elementscommunity.org/forum/index.php?topic=34956.msg450379#msg450379
    « Reply #7 on: January 19, 2012, 12:45:05 am »
    As TStar said, it's interesting, some questions:

      From what I understood, the scout can remove traps penalties, what are the penalties from traps?What do we do with gold, useless until the rewards?The classes must be different?
    Thanks, glad you think so.

      The penalties from traps will be different for each room, and the specific traps won't be revealed until at least one group of heroes has entered that room. It might be worth giving an example trap though, so that players have an idea how useful being a thief might be. Yep. Gold is just the way to determine who get's the electrum reward.Duplicate classes in the same team are allowed. I'm trying to balance them so that all classes are appealing, but if a group wants to play all wizards that's fine.

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    Re: The Dungeon of Elemental Doom https://elementscommunity.org/forum/index.php?topic=34956.msg450400#msg450400
    « Reply #8 on: January 19, 2012, 02:32:07 am »
    This looks like a very fun idea, i support it. Some ideas for barbarian's ability, since none is listed:
    As Charge, monster must pass its first turn (play no cards)
    As charge, opponent is considered beaten at X health instead of 0 (X to be determined)
    as charge opponent is "caught off guard" invoking a random effect such as 3 random cards in deck replaced with pillars, random element not of the monster cannot be used, etc

    Some other ideas:
    Scavenger?:An ability that doubles gold
    Rage: An ability to get a rematch versus the monster
    Rage: X more wounds before death (I particularly like this one)
    Nature Sense/wilderness lore: ability to know X,Y, and/or Z about monsters before a match
    Your favorite Hotyugh

     

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