Re: Skunkbelly's Ultimate Tournament Challenge 2011
This might not be the tournament for you, then, tavaritz. But you're welcome to stay if you like.
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Here's another draft of the Core Skills list. I would particularly like feedback on the new idea for Necros, since it is significantly different (and perhaps overpowered... please weigh in). Otherwise, the general rules are clarified and expanded here, and the Core Skills lists have been revised (mostly) taking the thread feedback into account. The basic idea in all of these is that characters either have 5 or 6 Core Skills... these skills are the basic "spirit" of the class. I think that many, many builds will be possible (though challenging) with these new Core Skills.
The deadline for feedback on the Skills rules is Wednesday morning (Eastern Time)... after that, I will make adjustments and compile the complete rules for Christmas Eve.
And of course, there's still time to sign up!
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CLASS AND SKILL RULES
For each class, a character may use the “Core Skills” listed, and *three* additional skills, which we’ll call “Powers.” These Powers will be determined by the people who play the characters, with the following rules in mind:
1. A point may only be put into a skill if it is a Core Skill, a Power, or a prerequisite for a Power or Core Skill.
2. If a skill is only a prerequisite for a Core Skill or a Power, it cannot have more than one point in it. These skills can only be used in Normal difficulty.
3. Once more than one point is put into any non-Core skill, it becomes a Power skill. This includes all synergies… if you want to put points into a synergy skill, it must be either a Core Skill or a Power.
4. Power Skills, and prerequisites for those skills, may be assigned at the following times:
- NONE in act 1 or act 2
- ONE in act 3 normal
- ONE in act 4 normal
- ONE in act 5 normal
5. Players in act 1 and act 2 normal may ONLY place skill points into Core Skills or prerequisites for Core Skills.
6. After completing Normal difficulty, you may not use skills except for Core Skills and Power Skills.
7. You are never obligated to assign a character’s skill points… feel free to leave them for the next player. If a player in act 3, 4 or 5 Normal does not select a Power Skill by placing more than one point into it, then the next player to receive the character may use the opportunity (so if the act 3 player does not select a Power Skill, the act 4 player could select *two*).
An example:
Say Tina is a sorceress. Because she is a sorceress, her Core Skills are the three elemental mastery skills and Warmth. When you start the character in act 1, you may put points into Warmth as much as you want, since it is a Core Skill. You may also put one (and only one) point into any other skill you want, and you may use those skills. But you cannot add a second point to any skill except Warmth… that would be committing that skill to be a Power, which is not permitted until act 3.
The same holds true in Act 2. But when Tina reaches Act 3, the player for Act 3 may choose to add a second skill point to any skill, thereby making that skill a Power skill permanently. For example, our player might choose to add a second point to Static Field, making Static Field a Power skill for Tina the Sorceress. Once that second point is added to a non-Core skill in act 3, that player cannot select another non-Core skill… points must be put into Static Field, or into prerequisites, or into Core Skills.
CLASSES AND CORE SKILLS:
Sorceress Core Skills: Elemental Masteries, Teleport, Frozen Armor, Warmth
Barbarian Core Skills: Increased Speed, Iron Skin, Natural Resistance, Battle Orders, Howl
Amazon Core Skills: Inner Sight, Critical Strike, Slow Missiles, Decoy, Penetrate
Assassin Core Skills: Claw Mastery, Cloak of Shadows, Burst of Speed, Fade, Weapon Block, Shadow Warrior
Paladin Core Skills: All Defensive Auras, Holy Shield
Druid Core Skills: Werewolf, Werebear, Oak Sage, Heart of Wolverine, Dire Wolf, Cyclone Armor
Necromancer Core Skills: All Curses, all Golems, Bone Armor