The first-ever Canadian Fourthcore Team Deathmatch (FTDM) tournament took place this past Saturday. While it suffered from a lackluster turnout, it was a great time!
We ran two teams of 3 dungeoneers each. Bflattery, Dosojin
and Ameron (of Dungeon’s Master) made up the first team, while Gingerbeardman,
Cedric, and I made up the other team. (I would have preferred to DM
only, but you work with what life gives you).
In true Canadian fashion, this competitive tournament of
blood-thirsty carnage ended in a freakin’ tie. As participants had to leave, we
didn’t get around to a tie-breaker round.
Our first match was played on E1M2: the Citadel. I really
think this is a strong map. While there was some confusion as to how the lava
terrain functioned and the magic item (Blackrazor) was never utilized, the map
made for a fast-paced play experience that emphasized tactical placement and
character design (I believe this is a map that would-be FTDM map designers should
look to as an example of solid streamlined design).
That said, my team got hammered on this map. If not for the
energy the other team expended trying to take down Cedric’s tiefling warlock
(the temp hitpoints and fire resistance were beautiful), it would have been a
blowout. As I experienced an affinity for rolling 1s, my bugbear slayer spent
the majority of the match on his ass (a theme that continued throughout the
tournament).
The second match was played on a map of my own design, E4M1: Court of the Storm Lord (although we lacked the incredibly beautiful build that
Benoit rendered for the Baltimore tournament). Through some devastating slides
on the part of Gingerbeardman’s enchanter, some luck in regards to enemy
respawns, and a devastating use of Blood Sacrifice, my group managed a narrow victory.
Unfortunately, nobody was able to make it up the central column, so neither the
Primordial Cyclone of Devastation nor the Lodestone came into play.
Looking back, I plan on making a couple of tweaks to Court
of the Storm Lord. Mobility and line of sight were problematic; I’m going to
remove the need to make athletics checks for climbing and the stairs will
no longer be difficult terrain.
Although I was initially disappointed with the turnout, I
think the first ever Toronto FTDM tournament was a rousing success. I met some
great people and was able to spread the gospel of Fourthcore Team Deathmatch. A
follow-up tournament is already in the works!
Game on,
Rob
I wouldn't change the athletics check or stairs as difficult terrain. Someone in our match made it to the top, so it's not impossible, just difficult. Unless you're trying to make it a King of the Hill scenario, I think it should be difficult to gain the 15-20 crit benefit and the lodestone. That lodestone was devestating (and fun!). If anything, change the range of the lightning rods to "any" so that players don't have to be near the *right* lightning rod to hit someone on the map. Especially since there's already a penalty associated with them (missing=death).
ReplyDeleteOne thing I learned was that the sun switches are in really strategic places. You have to really want them, because it's easy to get pinned in that little area, either by the cyclone or by the opposing team.
I'm not sure I'd change things either, but if you want to play test it I'd help out...
ReplyDeleteMaking the central column a little easier to climb might be good, or offer an item that players can pick up to let them climb their speed...maybe add that feature to the lodestone? mixed blessing magic items can be a lot of fun to play...