Colorless Green
New member
Rules Discussion: The "Generating Hits for Random.org" Tournament
This just seemed like it might be fun, and would likely result in some interesting builds. I'm hoping someone will have some input about the rules or some suggestions for more ways to incorporate chance into the ruleset.
General Rules
-HC, or SC and you're out after the first death.
-Any players settings are allowed.
-No rerunning of areas or bosses.
-Untwinked. ATMA is allowed as an extended stash.
-You may return to previous acts/difficulties to shop or redeem quest rewards.
-For the purposes of scoring, a quest is considered completed after you've done the work. You are not required to redeem rewards until you want to (if ever).
-Class must be chosen randomly. You're allowed to reroll once if you get a class you don't want to play, but you are forced to keep the second roll, and you must decide to reroll before making any other rolls for the char.
-Whatever other standard rules I forgot.
Skill Rules
-At the beginning of every act, randomly select a skill tree. Until the end of that act, you may only place points within that tree.
-You must place all skill points as soon as you receive them. A skill point is considered "received" when it appears in your skill tree window. You are permitted to wait to talk to Akara after clearing the den of evil, for example, to delay getting the skill point (though this deprives you of healing, obviously), or to store Radament's book indefinitely.
Stat Rules
-At the beginning of every act, randomly select two stats (roll 1-4 both times: it's possible to select the same stat twice). At every level, you must place two points into the first and one point into the second (in the order rolled - you do not get to choose which stat gets two and which gets one). The remaining two points are yours to do with as you see fit.
-You must place all received stat points immediately. You may save rewards as per skill points above.
-Stat points from quest rewards may be placed however you wish.
Equipment Rules
-At the beginning of every act, randomly generate two integers between 0 and 9. For the entirety of that act, you may only use items containing one or both of those integers somewhere in their in-game item description. The actual digit is required - a number word spelled out (two-handed sword, for example) does not count.
-You must at all times wear as much MF as you are able given the previous rule. You may not sell, drop, reroll, or otherwise alter a wearable piece of equipment that has the most MF for that wear location.
-You are not required to save MF items that are not currently wearable. If a worn item becomes unwearable at an act change, you are then permitted to sell it or otherwise prevent it from being forced back onto your char after your next reroll.
Scoring
5 points per Waypoint (including town)
10 points per Quest (including the cow king)
-1 point per Level
Not everything in here is a completely original idea - thank you to whoever I've lifted various concepts from.
Any thoughts?
-CG
This just seemed like it might be fun, and would likely result in some interesting builds. I'm hoping someone will have some input about the rules or some suggestions for more ways to incorporate chance into the ruleset.
General Rules
-HC, or SC and you're out after the first death.
-Any players settings are allowed.
-No rerunning of areas or bosses.
-Untwinked. ATMA is allowed as an extended stash.
-You may return to previous acts/difficulties to shop or redeem quest rewards.
-For the purposes of scoring, a quest is considered completed after you've done the work. You are not required to redeem rewards until you want to (if ever).
-Class must be chosen randomly. You're allowed to reroll once if you get a class you don't want to play, but you are forced to keep the second roll, and you must decide to reroll before making any other rolls for the char.
-Whatever other standard rules I forgot.
Skill Rules
-At the beginning of every act, randomly select a skill tree. Until the end of that act, you may only place points within that tree.
-You must place all skill points as soon as you receive them. A skill point is considered "received" when it appears in your skill tree window. You are permitted to wait to talk to Akara after clearing the den of evil, for example, to delay getting the skill point (though this deprives you of healing, obviously), or to store Radament's book indefinitely.
Stat Rules
-At the beginning of every act, randomly select two stats (roll 1-4 both times: it's possible to select the same stat twice). At every level, you must place two points into the first and one point into the second (in the order rolled - you do not get to choose which stat gets two and which gets one). The remaining two points are yours to do with as you see fit.
-You must place all received stat points immediately. You may save rewards as per skill points above.
-Stat points from quest rewards may be placed however you wish.
Equipment Rules
-At the beginning of every act, randomly generate two integers between 0 and 9. For the entirety of that act, you may only use items containing one or both of those integers somewhere in their in-game item description. The actual digit is required - a number word spelled out (two-handed sword, for example) does not count.
-You must at all times wear as much MF as you are able given the previous rule. You may not sell, drop, reroll, or otherwise alter a wearable piece of equipment that has the most MF for that wear location.
-You are not required to save MF items that are not currently wearable. If a worn item becomes unwearable at an act change, you are then permitted to sell it or otherwise prevent it from being forced back onto your char after your next reroll.
Scoring
5 points per Waypoint (including town)
10 points per Quest (including the cow king)
-1 point per Level
Not everything in here is a completely original idea - thank you to whoever I've lifted various concepts from.
Any thoughts?
-CG