Core Concepts and Challenges

Here is where we discuss the Year Six Tournament.
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Jengenritz
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Core Concepts and Challenges

Post by Jengenritz »

As follows:

Module Logistics
- three round tournament, one giant site-based adventure (no traveling between rounds)
- five encounter areas per round (counting sub-areas and non-combat encounter areas)
- minimum team size 3, maximum team size 5
- 14th level heroes...at 13th they get an encounter power, at 14th they get ability score points and a feat
- directed patchwork dungeon approach (Palace/Chronicle-style): three rounds are given themes, a pool of writers submit their best ideas that match these themes

Module Challenges
- memorable villain, from a type not already featured in the DCC tournament
- make a pool of 7 pregens that are balanced but not gimped

Tournament Challenges
- increase table size...min 60, max 100
- recruit new Judges, the sooner the better!
...a 60/10/3 tournament requires 73 Judge-slots, or 18-19 Judges actually showing up to Gen Con
...a 100/15/5 tournament requires 120 Judge-slots, or 30 Judges actually showing up to Gen Con
...we consistently have only 11-13 Judges that make each Gen Con, typically we have attrition (due to accidents, other commitments, or simple flaking) of 2-4 Judges, or about 18%.
- reinforce training of new and current Judges
- promote tournament early, emphasizing 1) teams of five, 2) Player's Packs, 3) to check in at Tourney Command before their round starts
- depending on where Gen Con sticks us (Union Station, Lucas Oil Stadium, or ICC), we should learn that ASAP, better to establish a location for Tourney Command...if I had my choice we would stay at Union Station 'cause consistency is what we need
Co-Author: The Almanac of the Endless Traders, DCC #13, DCC #29, DCC #49, DCC #51, DCC #52, DCC #63

Author: DCC #55: Isle of the Sea Drake, DCC #61: Citadel of the Corruptor, more to come....
goodmangames
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Re: Core Concepts and Challenges

Post by goodmangames »

You mentioned a banner for tourney command... what else might be useful there?

Let me start working on the retail tournament ideas some. That might be a source for more judges -- stores may be able to recruit them for us.
Joseph Goodman
Goodman Games
www.goodman-games.com
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Jengenritz
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Re: Core Concepts and Challenges

Post by Jengenritz »

That is exactly my hope.
Co-Author: The Almanac of the Endless Traders, DCC #13, DCC #29, DCC #49, DCC #51, DCC #52, DCC #63

Author: DCC #55: Isle of the Sea Drake, DCC #61: Citadel of the Corruptor, more to come....
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Jengenritz
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Re: Core Concepts and Challenges

Post by Jengenritz »

We should embrace that some traps should to be LETHAL to 4E heroes.
Most of the time, traps are attrition, but little else. I'd like to have a few, particularly on levels 2 and 3, be out-and-out lethal...without resorting to a sphere of annihilation.
Co-Author: The Almanac of the Endless Traders, DCC #13, DCC #29, DCC #49, DCC #51, DCC #52, DCC #63

Author: DCC #55: Isle of the Sea Drake, DCC #61: Citadel of the Corruptor, more to come....
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Blackdirge
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Re: Core Concepts and Challenges

Post by Blackdirge »

Jengenritz wrote:We should embrace that some traps should to be LETHAL to 4E heroes.
Most of the time, traps are attrition, but little else. I'd like to have a few, particularly on levels 2 and 3, be out-and-out lethal...without resorting to a sphere of annihilation.
Shouldn't be too hard to do. A trap the inflicts heavy ongoing damage with a penalty to the saving throw (say, really strong acid) would do the trick. Especially if it effected the entire party, which would keep the cleric, paladin, or warlord (all have powers that make saving throws automatically) from doing anything but saving their own asses. :twisted:

BD
Aeryn "Blackdirge" Rudel
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