Application Link (also post in the thread):
(Please note that though this game may draw resources from FTDM/Fourthcore Team Deathmatch
at times, it is a distinct and separate game/ruleset)
"Conan! What is best in life?"
"To crush your enemies, see them driven before you, and to hear the lamentation of their women."
Step into the colosseum.
4E Team Deathmatch is a contest of skill, strategy, wits, teamwork and luck.
Small teams of dungeoneers are pitted against each other in a no-holds-barred frenzy of carnage in a team-based, player-vs-player competition. The competition will consist of individual encounters called matches. Each match will last six (sometimes more!) rounds, or until the map objective is complete.
At the end of every match without a specific objective/win condition, the number of dungeoneer deaths will be tallied, and the team with the least number of deaths will be declared the winner. In the case of a tie, a sudden death round will occur. Players will reroll initiative, act in the new initiative order, and claim victory with the next dungeoneer death.
It's important to note that death is not the end!
The dead and dying respawn at the start of their turn to quickly rejoin the fray, and continue the slaughter. Khorne is pleased
Combat will take place on various maps and arenas of the DM's choosing, each riddled with deadly hazards and obstacles; many of which a cunning warrior might just use to his advantage...
Make a standard 22 point-buy level 2 character with standard WBL. 100 gold limit on mundane gear:
Team Deathmatch Special Rules:
Character Restrictions: Level 2, no themes, no non-skill background benefits.
Item Restrictions: Standard WBL, 100 gold limit on mundanes, no rare items, no consumables, no alternative rewards.
Mode of Communication:
- Effects that have an encounter long duration are treated as a sustain minor after their origin's/creator's death. The origin/creator is responsible for sustaining.
- All effects on a creature end on its death excepting sustain duration effects, and encounter duration effects.
- Map elements may scale with incremented player levels as follows (I will mention this rule when it's in effect):
For each level greater than 1, DCs increase by +1, map elements (terrain powers, items, etc) have their attack rolls increased by +1, and their damage increased by +3. Automatic damage sources that don't feature an attack roll have their damage increased by +1.
- Initiative is handled as follows:
#1: Each player rolls initiative.
#2: Players choose their initiative count (1 to X, where X is the number of players) in order of highest to lowest; highest roll picks first, lowest picks last.
Interested players please get the latest Mumble
We will be using the GeekedGamer.com Free Mumble Chicago server (Public Internet -> United States) in channel 4E Team Deathmatch, password 4ETDM
Once connected and in the channel, set your push to talk to whisper to your teammates, and me as follows:
Toolbar -> Configure -> Settings -> Shortcuts -> Click unassigned. Change to Whisper/shout. -> Click on the ellipsis beside Data. Add me and your teammates. -> Click on shortcut. Use whatever shortcut key you want.
Remember to add GeekedGamer.com Chicago to your favourites.