lost_my_NHL
2010-02-22, 09:18 PM
Testing the system out! Recruiting thread: http://www.giantitp.com/forums/showthread.php?p=7964424#post7964424
I've had this idea mulling about in my head for a while... I want a DnD game based upon command and tactics. I was thinking PvP, but only in the terminal stages will the characters be involved in the actual fighting. Tell me what you think and any suggestions. I will post a link to the recruitment thread when I solidify the rules, if I ever get that far. So here's the idea:
Groups of up to three will design a dungeon conforming to certain specification with a starting amount of GP. The dungeon must contain several enterances to a common area and will contain a Combat Information Center (CIC). The gold can be used to buy tunnel pieces (5x5x10 volume) as well as traps, monsters, embellishments (water-filled? oil-slicked? Fire?), items, and most importantly, sensors to monitor parts of their dungeons. Each party will start in its CIC, with monsters located anywhere in its dungeon. The goal is to use monsters to attack the enemy CIC and kill the other party.
At the start of a game, monsters follow their assigned orders. Intelligent monsters ('monsters' used broadly here, could include humans) that you can communicate with can be controlled and pass information back to CIC. Communication is handled with, for all all OOC purposes, is a radio.
Radios work via magic and report back to a 5x5 receiver switchboard terminal in CIC. Thus, you can connect two radios in the field to each other and listen in on both. Magical communication can be intercepted with appropriate spells. However, the exact spell by which the radio works is a secret, and will behave differently to different spells. If you spend money on a certain spell, you can create your own communication device, or use spells themselves to communicate.
Clearly, you will want to have divination spells active to monitor where you are being attacked. The spell could be a simple scrying cast on a rodent in a box, it could be a nonmagical system of mirrors, or it can be more complicated. Alarm can be useful as well. All scrying spells, except for ones that the PCs themselves cast during the fight, enter a 5x5 switchboard terminal in CIC. Note that spells that require concentration or focus, such as arcane eye need someone to focus on them or else they are inactive. You can spend money on intelligent monsters to monitor these and alert you to them as well.
Specific rules:
The common area is a 200x40x50 room. A team's dungeon must connect via the 200'x50'wall via at least three entrances at least 40' apart. CIC must also have three entrances, and three independent paths must connect the common area to CIC (although tunnels may connect these paths, I must be able to draw three paths from common area to CIC that do not cross or share a tunnel) There may be more entrances. All the dungeon must fit within a box extending from the common area back 400', extending 50' above and below the common area, and no more than 20' each way beyond the 200' foot length. Tunnels that cross the plane defined by the common area wall with the mandatory three doors must not include any traps or starting monsters, as there is the possibility for overlap in this area. No inescapable dead ends may exists (no one-way portals to a room isolated from anywhere)
Each team starts with 10000 GP and a 20x20x10 CIC to place anywhere for free. CIC cannot be in the overlapping region. 5x5x10 tunnel sections cost 10 GP each
Embellishments (cost per tunnel section):
filled with water: 30 gp (half price for half-full, etc)
lit torches: 2gp
Spells: @ cost to hire spellcaster (I think this is in DMG. Also, if a PC is a spellcaster, he or she may cast the spell, but must be able to cast that spell from class list. This takes away from the spells/day of the actual fight)
Traps: @ cost in DMG
Arrow slits: must buy masonry wall, slits come free (see Stronghold Builder's Guide)
Other embellishments, think of an appropriate cost, I'll verify
Building a stronghold in a large open area costs as per Stronghold Builder's Guide
Items: @ DMG cost
Monsters: 4*CR^2. To buy an NPC wizard, find the ECL, add four, and that's it's equivalent CR.
Radios cost 500GP apiece. You get three to start.
PCs may leave CIC to attack, but if they do so, they cannot take any actions that require concentration (combat, spellcasting) if they are actively engaged in CIC activities.
A turn comprises one minute. Each turn PCs can talk via radio, and DM will adjudicate actions, relaying to the PCs at the end of the turn what alarms and correspondance occurs. Between turns, they may carry out conversations via voice, radio, or magic, but not cast spells. They then decide what orders they will give and what actions they will take for the next 10 rounds (one turn)
3.5 Core rules only, plus stronghold builder's guide where applicable.
Suggestions? Comments?
I've had this idea mulling about in my head for a while... I want a DnD game based upon command and tactics. I was thinking PvP, but only in the terminal stages will the characters be involved in the actual fighting. Tell me what you think and any suggestions. I will post a link to the recruitment thread when I solidify the rules, if I ever get that far. So here's the idea:
Groups of up to three will design a dungeon conforming to certain specification with a starting amount of GP. The dungeon must contain several enterances to a common area and will contain a Combat Information Center (CIC). The gold can be used to buy tunnel pieces (5x5x10 volume) as well as traps, monsters, embellishments (water-filled? oil-slicked? Fire?), items, and most importantly, sensors to monitor parts of their dungeons. Each party will start in its CIC, with monsters located anywhere in its dungeon. The goal is to use monsters to attack the enemy CIC and kill the other party.
At the start of a game, monsters follow their assigned orders. Intelligent monsters ('monsters' used broadly here, could include humans) that you can communicate with can be controlled and pass information back to CIC. Communication is handled with, for all all OOC purposes, is a radio.
Radios work via magic and report back to a 5x5 receiver switchboard terminal in CIC. Thus, you can connect two radios in the field to each other and listen in on both. Magical communication can be intercepted with appropriate spells. However, the exact spell by which the radio works is a secret, and will behave differently to different spells. If you spend money on a certain spell, you can create your own communication device, or use spells themselves to communicate.
Clearly, you will want to have divination spells active to monitor where you are being attacked. The spell could be a simple scrying cast on a rodent in a box, it could be a nonmagical system of mirrors, or it can be more complicated. Alarm can be useful as well. All scrying spells, except for ones that the PCs themselves cast during the fight, enter a 5x5 switchboard terminal in CIC. Note that spells that require concentration or focus, such as arcane eye need someone to focus on them or else they are inactive. You can spend money on intelligent monsters to monitor these and alert you to them as well.
Specific rules:
The common area is a 200x40x50 room. A team's dungeon must connect via the 200'x50'wall via at least three entrances at least 40' apart. CIC must also have three entrances, and three independent paths must connect the common area to CIC (although tunnels may connect these paths, I must be able to draw three paths from common area to CIC that do not cross or share a tunnel) There may be more entrances. All the dungeon must fit within a box extending from the common area back 400', extending 50' above and below the common area, and no more than 20' each way beyond the 200' foot length. Tunnels that cross the plane defined by the common area wall with the mandatory three doors must not include any traps or starting monsters, as there is the possibility for overlap in this area. No inescapable dead ends may exists (no one-way portals to a room isolated from anywhere)
Each team starts with 10000 GP and a 20x20x10 CIC to place anywhere for free. CIC cannot be in the overlapping region. 5x5x10 tunnel sections cost 10 GP each
Embellishments (cost per tunnel section):
filled with water: 30 gp (half price for half-full, etc)
lit torches: 2gp
Spells: @ cost to hire spellcaster (I think this is in DMG. Also, if a PC is a spellcaster, he or she may cast the spell, but must be able to cast that spell from class list. This takes away from the spells/day of the actual fight)
Traps: @ cost in DMG
Arrow slits: must buy masonry wall, slits come free (see Stronghold Builder's Guide)
Other embellishments, think of an appropriate cost, I'll verify
Building a stronghold in a large open area costs as per Stronghold Builder's Guide
Items: @ DMG cost
Monsters: 4*CR^2. To buy an NPC wizard, find the ECL, add four, and that's it's equivalent CR.
Radios cost 500GP apiece. You get three to start.
PCs may leave CIC to attack, but if they do so, they cannot take any actions that require concentration (combat, spellcasting) if they are actively engaged in CIC activities.
A turn comprises one minute. Each turn PCs can talk via radio, and DM will adjudicate actions, relaying to the PCs at the end of the turn what alarms and correspondance occurs. Between turns, they may carry out conversations via voice, radio, or magic, but not cast spells. They then decide what orders they will give and what actions they will take for the next 10 rounds (one turn)
3.5 Core rules only, plus stronghold builder's guide where applicable.
Suggestions? Comments?