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Roleplaying Rulebook
c o n f l i c t
Design: Mark M. Scott
Written by: Mark M. Scott, John E. Ling, Jr, Amber Scott, Brendan Davis
Editing: Luchina Smith, Ryan Costello
Design Contributions: Mike Campell, George Basley, James Conques, Mark Orapello
Art Direction: Mark M. Scott, Conflict Games Design Team
Art: Rick L Hunter, Jon Hodgson, Scott Purdy, Andy Hepworth, Mark Hyzer, Brandon Leach, Marcus F. Scott
Cover Illustration: Ihar Balaikin
Cartography: Michael K. Tumey, Conflict Games Design Team
Technical Engineer: Lloyd Warner
The Conflict Roleplaying Rulebook introduces players to tactical team-versus-team roleplaying, where players compete against other players in dozens of objective-driven matches.
www.ConfictBooks.com
This book is compliant with the Open Game License (OGL) and is suitable for use with the world’s most popular fantasy roleplaying game. The OGL can be found on page 120 of this product.
To learn more about the Open Game License and the d20 System License, please visit wizards.com/d20.
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Path-finder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse
this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game
Compatibil-ity Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder
Roleplaying Game Compatibility License.
See http:// paizo.com/pathfinderRPG/compatibility for more infor-mation on the compatibility license.
Designation of Open Game Content: None, Elements that are in the public domain or have previously been designated as Open Game Content are not included in this declaration.
No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written per-mission. Conflict Roleplaying © 2010, Conflict Games LLC All Rights Reserved. Printed in USA
Conflict Games LLC
Area 7515 PO Box 4668-7515
New York, New York 10163-4668 Office: 845-445-1021
ISBN: 0-9824507-0-2 ISBN-13: 978-0-9824507-0-3 Second Printing July 2010.
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Dedication
IN LOVING MEMORY OF:
Patricia Priscilla green
a.k.a Oreo-Cookie JANUARY 1965 - JUNE 2009
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=taBle oF conteNts
Chapter 1 New Concepts ...6 Glossary ...8 Chapter 2 Tallying Battlepoints ...10 Battlepoints Example ...11 Chapter 3 Starting A Match ...14 Supplemental Rules ...15 Chapter 4 Introduction To Match Types ...16Match Type Format...17
Match Type: Ambush ...18
Match Type: Kill Of The Hill ...20
Match Type: Bloodspill ...22
Match Type: Snatch And Grab ...24
Match Type: Mcguffin ...26
Match Type: Hellbreak ...28
Match Type: Regicide ...30
Match Type: Brother’s Keeper ...32
Match Type: Monster Mash ...34
Match Type: Conquer & Reap ...36
Chapter 5 Map Elements Introduction ...38
Creating Your Own Map Elements ...40
How To Ride A Rust Monster 47 Chapter 6 What Are Conflict Laws ...54
Law Descriptions & Summary ...55
Chapter 7 Conflict Maps ...58
Introduction To Conflict-Maps ...58
Map End Configurations ...59
Team Initiative ...60
Chapter 8 Introduction To Passcards ...61
Abbreviations ...63
The Role Of Passcards ...64
Examples Of Passcard® Use...66
Chapter 9 Introduction To Team Feats ...67
Team Feats Listing & Descriptions ...68
Chapter 10 Optimizing Your Character ...71
Enemy De-Buffing ...72
Healing ...73
Battlepoints Optimizing ...74
Introduction ...78
Chapter 11 Campaigns & Conflict Matches ...80
Hidden Movement ...81 Metagaming ...82 Planted Items ...88 Combat Charts ...91 Chapter 12 Pregenerated Characters ...94
Intro: Conflict Pregens ...94
Stat-Blocks & Battlepoints ...95
Appendix Special Thanks &Acknowledgements ...113
Passcards™ ...115
Index ...118
Game License Version 1.0 ...120
Intro...
battle Points...
Supplemental Rules...
Match Types...
Map Elements ...
Conflict Laws...
Conflict maps...
Passcards...
Team Feats...
Player’s Tips & Tactics ...
Game mastering...
Pre-Configs...
Appendix...
• 4 •
welcome to the conFlict
Respect Thy Opponent
“
Opponents are like hot coals —it’s better to respect them well in advance than to be forced into humility after you are burned.—Bernard the Vile Four-Time Conflict Survivor
“
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A Word on Pronouns
In Conflict Roleplaying, we strive to keep our pronouns in order. We believe both in the equality of male and female gamers as well as cor-rect grammar. For ease of reading, the pronoun she in our examples
always refers to the GM, while the pronoun he refers to a player.
Chapter 1
What is Conflict Roleplaying?
iNtroDuction
What is Conflict Roleplaying?
Competition. That’s what this book is all about. Raw, unlimited yet governed competition. Players versus players gaming is by no means a new concept, but we as a tabletop gaming community have yet to embrace the beauty of it. Most of us still play with the idea of being a member of a group of cooperative players, the famous “All for One and One for All” mentality, fine for certain tabletop gamers. For some of us, being cheerfully cooperative just doesn’t cut it. There’s an itch to prove our dominance over the other players. If you have ever had that itch, then you hold in your hands the right material to scratch it. Conflict Roleplaying rules, matches and maps are designed to pit play-ers against the playplay-ers on the other side of the table. Through tactics, strategies, luck and bluffs, you will be in control of your success or failure. Conflict Roleplaying players join up in small teams and face off. The goals can be as simple as kill the opposing team or as complex as an adventure where teams have to race and chop their way to the finish. So start working on your overconfident smirk because by the end of this book you will be ready to show your friends what you are truly capable of.
Attitude
Conflict Roleplaying starts with a change of attitude. Players that used to fight side by side are now enemies. Therefore, they must be prepared to compete; don’t play nice, play to win. Conflict’s style of gaming is a far cry from the typical dungeon crawl or “save the princess” campaign. Conflict positions players in competitive stances against each other, not the Game Master. This is a key change from traditional campaiging. The players are not arranged to fight against the GM’s settings and creatures. In fact, the GM has a much different job in Conflict Matches. The GM is responsible for facilitating the competition. In Conflict Roleplaying, GMs do not need to manage detailed stories, subplots or complex non-player characters. Despite this change there’s still a lot of fun for the GM.
What Do You Need To Play
In addition to this book, to play a Conflict match a player needs the following items:
• Pathfinder® Roleplaying Game Core Rulebook™ or Compatible Open Gaming Licensed core rule book;
• A completed character sheet under the Battlepoints Cap (see Chapter 2) ;
• A set of dice as detailed in the Pathfinder® Roleplaying Game Core Rulebook™;
• A Conflict–Map—available at www.ConflictBooks.com • Miniatures and counters to represent characters and Map
Ele-ments.
• Passcard (see Chapter 8.)
• Writing implement (pens or pencils). • A couple of friends.
What Do You Need To Know
A number of new concepts and philosophies combine to form the ba-sis of Conflict Roleplaying. These ideas, considered as a whole, unite to create the general atmosphere of competition. Players and Game Masters are encouraged to read the below chapters on the following carefully. The concepts defined next should remain as the principal aspects of Conflict Roleplaying. They are as follows:
•Battlepoints •Enumerated Maps •Match Types •Map Elements •Laws •Passcards •Team Feats •Planted Items
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Battlepoints
Conflict Roleplaying use Battlepoints, a rating system to roughly estimate a character’s ability to compete.
A GM can adjudicate the fairness of a match with this rating system. Charac-ters with a large disparity in Battlepoints should not compete against one another. With this in mind, the GM sets a limit on Battlepoints called the Battlepoint Cap. Players cannot exceed this value when constructing characters. Chapter 2 will explain how to evaluate characters’ Battlepoints and adjust them appropri-ately.
Conflict Map
It all starts here. Our cartographers designed and play–tested Conflict Maps specifically for Conflict Roleplay-ing. The squares on the map have coordinates. This allows players to com-municate the locations of hidden traps, dangers or other teammates without the other team’s knowledge. Conflict Maps are designed with strategically placed high ground, low ground, cover and physical dividers. These designs are at the heart of Conflict Roleplaying strategies. Players should look for spots which offer great cover, optimal trap placement and perfect ambushing points. The team that makes better use of the Conflict Map will have the advantage time and time again. You can find an array of Conflict Maps at www.Conflictbooks.com.
Match Types
An objective drives every Conflict Role-playing game. Match Types details the specific
objective and parameters for the teams playing in the match. Objec-tives vary from “kill as many as you can” in BloodSpill to “Escort the
King” in a Regicide. In addition, each Match Type has variants to the
original objective. Experienced GMs and players can use these vari-ants to get more out of each Match Type.
Map Elements
Map Elements are physical elements that can be purchased and strategically placed on the map by players. These elements include traps, healing statues and even barriers. Map Elements add to the strat-egy and replay value of Conflict Maps and Match Types.
Laws
Optional rules that can be applied to most Match Types. Laws will limit or expand players’ options during matches or character generation.
Passcards
Passcards help address the issue of metagaming. Metagaming is when play-ers use out–of–game information or resources to affect in–game decisions. To help combat metagaming, players and GMs use Passcards to communicate plans and actions privately.
Team Feats
Team Feats represent team cohesion and familiarity. Team Feats grant specific benefits to all team members.
Planted Items
Planted Items are magical items the GM places on the map prior to the start of the match. All players are aware of the initial location and abilities of all Planted Items. Teams can fight over these items.
Pregenerated Characters
Chapter 12 is full of Conflict Roleplaying pregenerated characters. These are great for groups that are pressed for time or those who want to dive right into the game. The Battlepoints are already set and the characters’ Battlepoints range from 85-143.
New Concepts
New concePts
Lazarus (550 Battlepoints) Bloodspill Survivor
The Hard Part
Because Conflict Roleplaying does not limit players’ abilities to create powerful characters with extraordinary gifts, the subject of fair-ness must be addressed. Fairfair-ness and good sportsmanship are vital components to players versus players competition. It is a critical role of the Game Master to consider fair play before the match begins. When considering fair play, the GM should consider the following two items:
• The character sheet
• The person playing the character
The GM needs to scrutinize the character sheet for validity, starting with Battlepoints calculations. Misuse of Battlepoints gives unfair advantages and lead to dispiriting sessions. Certain combination of feats, class abilities and spells will also lead to unbalanced advantages. Although Conflict Roleplaying is a great outlet for this type of pow-ergaming, no one wants to face unvanquishable opponents. The GM has the final say. If she feels there is too much exploitation in any one case, she should not be afraid to say no. The GM should also consider the experience level of the player. It is wise to ensure each team has a similar number of veterans, who can assist less–experienced players. Be mindful that certain individuals and teams will be able to plan and execute better than others and solid teamwork should be encouraged. In addition to the pregens in Chapter 12, Conflict Roleplaying groups are encouraged to stockpile approved character sheets for future play, providing ready–made characters when they’re needed in a hurry. Just because a character died in one Conflict match doesn’t mean their character sheet needs to be ripped up and thrown out.
No Time for Crying
Conflict Roleplaying requires a certain level of maturity. It should be mentioned that characters in Conflict Roleplaying carry a high mortality rate and players should not become particularly attached to them. Unlike typical campaign-styled games, there will be winners and losers and you simply can’t win them all (although you can try). Arguments that start with “think about it like this…” and about what is “realistic” do not apply in a game that has to simulate reality and fan-tasy is the most fun and balanced way possible. Unlike in the Pathfind-er® Roleplaying Game™ (or any Open Gaming Licensed system), what the rules say is more important than what the rules imply. Players will exploit imperfect rules. This is unavoidable. In fact, some players will rely solely on their ability to exploit rules instead of cleverness and
planning. Just keep in mind, both teams play by the same rules and therefore the opportunity to take advantage of the rules is even on both sides. Even if a team is bested by a clever tactic you can be sure a series of clever counter–tactics will follow.
Golden Rules
Conflict Roleplaying is a combination of gaming systems with many different character builds, magical abilities and rules. There are bound to be moments where things are unclear or particular situations lie outside of the rules as written. This occurs more often at high level, when feats, spells, and items can be combined to create extremely powerful characters. These instances can lead to arguments, so it is important to keep a few golden rules in mind to create an enjoyable gaming experience:
1. The players and GMs should be respectful of each other. 2. The rules are never more important than the game. 3. Don’t forget you are there to have fun.
Resolving Disputes
When a dispute happens, it is up to the GM to resolve it. She has the final word and it should be respected even if someone disagrees. Most players will be okay with GM decisions, but if someone is not, then it should be discussed after the game. In that discussion, try to come to an agreement on how this situation will be handled if it comes up again. Be sure the entire group is aware of the decision before play re-sumes. Chapter 11 contains an entire section dedicated to this topic.
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New coNcepts
Chapter 1
The Hard Part
Hat of Disguise
Used to appear as enemy... Gold Piece Cost:1800 Battlepoint Cost: 18
• 8 •
Key Con
cepts
gLossary
Conflict Keywords
Words used by Conflict players:
Battlepoints (BP): A rating system to roughly estimate the character’s ability to compete. The higher the score the more the capable the character.
Battlepoint Cap: The maximum Battlepoints a player
can use during character creation or when choosing a Pregen char-acter.
Casualties: Players that are killed, defeated or
disqualified during match play.
Character Builds: The composition of a character,
in-cluding elements such as his class, level, race and Battlepoints and the optimization of those elements. As there are myriad ways to optimize a character, players often compare, discuss, laud, and criticize builds during Match play.
Conflict Maps: A large map with a 1-inch grid.
Each square on the map is enumer-ated. This allows players to com-municate the locations of hidden traps, dangers or other teammates
Faith Points (fp): Rewards given out for Match wins
during tournament play.
Hallows: A platform or marked area on the
map that certain Match Types are based on. Entering or occupying Hallows are part of the victory con-ditions set by some Match Types.
Laws: Universal rules applied to everyone
in the match and agreed to prior to the match.
Map Arcanum™: A separate document that holds
important terrain–related facts about a map. Helps players make decisions on their actions.
Map Elements: Magical objects players can
pur-chase and place strategically on the map.
Map Points (mp): A currency used by players to
purchase Map Elements.
Match: When two or more teams compete
against each other.
Match Length: The number of rounds before a
match ends or goes into sudden death. This is announced by the GM prior to the start of the match.
Match Types: The name of the match and it’s
main objective.
Passcards: Sheets of paper that are used to
privately provide the Game Master or team member with details of what players are planning.
Pregen: Character sheets that are ready to
play and include its Battlepoint score. Typically, Pregen have al-ready been approved by the GM.
Planted Items: Preexisting items placed by the
GM on the map at the start of a Match.
Teams: A cooperative unit of one or more
players.
Teams Feats: Special feats granted to all
mem-bers of a team, based on the num-ber of memnum-bers in a team.
Tokens: A physical representation of the
characters or Map Elements.
Variants: A different version of the same
Battlepoints
The Battlepoints (BP) rating system is used to help level the playing field by roughly estimating a character’s ability to compete in Conflict Matches. Specific sections of a character sheet are given a value and the sum of those sections is considered the character’s total BP.
Battlepoint Cap
The GM assigns a Battlepoint Cap prior to every Conflict match. The Battlepoint Cap is the maximum Battlepoints any character can total prior to the start of the match. This cap applies to pregen characters as well as characters created from scratch. The Battlepoints Cap is based on the average level of the characters in the match. A GM will gener-ally know that her group of players want to play at a certain character level (i.e., 3rd, 10th, 15th,etc). Use Table 2.1 to determine the
appropri-ate Battlepoints Cap.
A Level Off: Characters can choose to be up to one level above or
below the character level that the Battlepoint Cap was based on.
For example: The Battlepoint Cap for 6th level characters is 85. A player
could play a 5th level character to have more Battlepoints to spend on
equipment. Similarly, he could play a 7th level character and have fewer
Battlepoints to spend on equipment. However, anything lower then 5th level
or higher than 7th level would not be allowed, even if he managed to keep
his Battlepoints below the Battlepoints Cap.
Higher Levels: The Conflict Roleplaying designers made every effort
to preserve fair play and eliminate broken mechanics. However, some GMs find it challenging to adjudicate matches at higher levels of play. Characters above 10th level gain powerful skills and abilities that add
layers of complexity to the game. For this reason, we remind GMs that it is acceptable to limit characters to 10th level or lower if they so
choose. This does not mean that higher level characters are prohibited, just that GMs should approach such matches with caution.
Battlepoints Introduction
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Table 2.1 - Battlepoint CapCharacter
Levels Battlepoints CapSuggested Character Levels Battlepoints CapSuggested
1 24 11 294 2 28 12 375 3 37 13 475 4 50 14 600 5 65 15 754 6 85 16 979 7 114 17 1,218 8 143 18 1,550 9 185 19 1,955 10 233 20 2,480
Battlepoints
Chapter 2
• 10 •
Tallying Battlepoints
BattLepoiNts
Tallying Battlepoints
Battlepoints reflect a character’s total degree of power, including abili-ties gained from class, race, and equipment. Battlepoints factor into the abilities and modifiers granted by magic items by considering the cost of the magic items themselves. To calculate a character’s total BP, consider the following:
• Ability Scores • Magical Equipment
• Race • Non-Magical Equipment
• Character Levels
Tallying Ability Scores
Calculate ability scores using the “purchase method” found in the Pathfinder® Roleplaying Game Core Rulebook™. The purchase sys-tem is detailed on pages 15–16 in the Pathfinder® Roleplaying Game Core Rulebook™. The GM assigns
a Campaign Type for each match. The default is Standard Fantasy for
pre-made characters and tournaments. If the GM does not specify a Campaign Type then the default is used. All attributes start at a base of 10. A character can increase his individual score by spending some of his points. Likewise, he can gain more points to spend on other scores by decreasing one or more of his ability scores. No score can be reduced below 7 or raised above 18. The total number of Battlepoints used on ability scores can not be above the Campaign Type total. The Battlepoint cost for ability scores is the total amount of points used to
purchase ability scores. In most cases, this will match the Campaign Type. Remember, in all cases, the Battlepoints calculation is done prior to any racial or level adjustments.
Tallying Race
Players may choose from any of the 7 races presented in Chapter 2 of the Pathfinder® Roleplaying Game Core Rulebook without Battle-point cost.
Those races considered the standard races and are listed here:
• Dwarf • Halfling
• Elf • Half Orc
• Gnome • Human
• Half Elf
Non-Standard Races: Players who wish to use non-standard races
must get explicit approval from the GM and may only choose from the following races:
• Aasimar • Mite
• Goblin • Orc
• Hobgoblin • Tengu
• Kobold • Tiefling
Non-Standard Races Cost: Playing a non-standard race cost 10
battle points.
Racial Hit Dice Calculation: Races with racial Hit Dice are better
served as monstrous enemies, not teammates. At this time, races with racial Hit Dice are not recommended for Conflict matches. Rules for racial Hit Dice calculations will appear in future supplements.
Tallying Character Levels
Use Table 2.4–Battlepoints Cost by Level to determine the Battlepoint cost for the character level of your character
Muticlassing: Character levels are always based on the total number
of levels or Hit Dice a character possesses, not just those from a single class. For example: A character with 3 levels of the barbarian class and 2 levels of cleric, would be considered a 5th level character. A 5th level
character would add 10 Battlepoints to his total.
Table 2.4 - Battlepoints Cost by Level
Level Battlepoints Level Battlepoints
1 - 11 105 2 1 12 145 3 3 13 210 4 6 14 295 5 10 15 425 6 15 16 600 7 23 17 850 8 34 18 1,200 9 50 19 1,700 10 71 20 2,400
Table 2.3 - Battlepoints by Ability Score
Score Battlepoints Score Battlepoints
7 -4 13 3 8 -2 14 5 9 -1 15 7 10 0 16 10 11 1 17 13 12 2 18 17
Table 2.2 - Ability Score Points Campaign Type Battlepoints
Low Fantasy 10
Standard Fantasy* 15
High Fantasy 20
Epic Fantasy 25
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Chapter 2
dwaRven riFleman
Table 2.5 - Battlepoints Summary
Calculation Tallying Battlepoints Summary
Ability Scores Matches the “purchase method” of 10, 15, 20 or 25 Points. (15 is the default) Race No cost for standard races. For non-standard races, multiply total character level by 10
Level Use Table 2.4—Battlepoints Cost by Level to determine the Battlepoint cost
Equipment Price of each equipment item divided by 100(Price /100)
•
Select items only from the Pathfinder® Roleplaying Game Core Rulebook™•
No single item may be worth more then 50% of a character’s total wealth•
Items must be purchased at full price and qualityMagical Equipment Each magic item’s gp value divided by 100
•
Items must be purchased fully charged•
Single-use items such as potions and scrolls cost 5 times their normal price•
No single item may be worth more than 50% of a character’s wealth•
Items must be purchased at full price and quality•
Select items only from the Pathfinder® Roleplaying Game Core Rulebook™Ability Scores Purchase method Str 13 Dex 17 Con 16 Int 12 Wis 12 Chr 6 Standard Fantasy* +15 BP
Battlepoint Total: 143
Magic Equipment +1 Dwarven Powder Musket*: 4750 gp 2,400/100= +24 BP *requires GM approvalBattlepoints Example
Non–magical equipment (All under 100gp) Short Sword 10 gp 0BP Powder horn 15 gp 0BP heavy shot (x4)1 gp 0BP +0BP Magic Equipment Cloak of resistance +1 1,000/100= +10 BP Magic Equipment Potion of shield offaith +2 50 gp x 5 (single–use item) = 250 gp/100= +3 BP
Magic Equipment
Potion of cure light
wounds (x3) 50 gp x 5 (single–use item) = 250 gp x3 = 750/100= +9 BP Character Levels fighter 8th = +34 BP Character Race dwarf = +0 BP Magic Equipment +2 half–plate: 4,750 gp 4,750 /100= +48 BP
• 12 •
Wealth by Level
Battlepoints
Non-Magical Equipment
Non-magical equipment costs 1 Battlepoint for every 100 gp in the item’s cost, rounded up.. Equipment under 100 gp does not cost Battlepoints.
For example: A masterwork bastard sword costs 335 gold pieces and adds 4 to the Battlepoint total. 335/100 = 3.35, which rounds up to 4.
Magical Equipment
Magical equipment cost 1 Battlepoint for every 100 gp in the item’s cost, rounded up. For example, a player selects a +3 heavy steel shield and a potion of flying as his magical equipment. The shield costs 9,320 gp, so the player divides 9,320 by 100 to calculate the Battlepoint cost of 93.2 (rounded up to 94). The potion costs 750 gp, but is also a single-use item. The player multiplies 750 by 5 and gets 3,750. He then divides 3,750 by 100 to calculate the Battlepoint cost of 37.5 (rounded up to 38). The total Battlepoint cost for the player’s selec-tions is 94 + 38, or 132.
Purchasing Equipment
When purchasing equipment for a character, first assess his wealth. Use Table 2.7 - Starting Character Wealth in this chapter to determine the character’s wealth at 1st level. Use Table 2.6 - Character Wealth by
Level to determine wealth above 1st level. Next, consider any Conflict Laws the GM may have set down, as these Conflict Laws can limit the type of equipment a character can purchase. Any equipment, magical or otherwise, can be purchased prior to the match as long as the item fits within the selected Conflict Laws and the GM allows the item.
No Resource Pooling: Team members cannot pool or share their
wealth, nor can items be traded or used to affect price of a purchase.
Players can, however, plan and coordinate their purchases as long as the GM feels it doesn’t violate the integrity of the match.
Purchasing Limit: No single item may be worth more than 50% of
the character’s total starting wealth. Only items from the Pathfinder® Roleplaying Game Core Rulebook™ can be selected, unless approved by the GM.
Full Price Only: Equipment must be purchased at full price and
qual-ity. Equipment (magical or otherwise) cannot be made or altered by a character prior to a match. Magical equipment with charges (or doses ) must be purchased fully charged.
Single-Use Items: Potions, scrolls, and some wondrous items (for
example, a bead of force) cost 5 times their normal price. The GM
determines what qualifies as a single-use item.
No Artifacts: Priceless items or artifacts cannot be owned or used
prior to or during the match.
No Cohorts: Although players can select the Leadership feat, cohorts
or NPCs cannot participate in the match.
No Wishes: A wish spell or magic with similar effects cannot be
owned (or used) during Conflict matches.
Other Sources
The amount of game material available for use is huge, with new material coming out regularly. There’s no denying players love these new options, whether it be something as simple as a feat or spell, or something more complicated like a whole new class. As a general table rule, players need to have any source material used in their character build to be present at the game table. This allows the GM to go right to the source if there’s a disagreement on how to adjudicate a rule. For more details, see Chapter 10: Player’s Tips and Tactics.
Table 2.7 - Starting Character Wealth
Class Starting Wealth Average
Barbarian 3d6 × 10 gp 105 gp Bard 3d6 × 10 gp 105 gp Cleric 4d6 × 10 gp 140 gp Druid 2d6 × 10 gp 70 gp Fighter 5d6 x 10 gp 175 gp Monk 1d6 × 10 gp 35 gp Paladin 5d6 × 10 gp 175 gp Ranger 5d6 × 10 gp 175 gp Rogue 4d6 × 10 gp 140 gp Sorcerer 2d6 × 10 gp 70 gp Wizard 2d6 × 10 gp 70 gp
Table 2.6 - Character Wealth by Level
PC Level Wealth* PC Level Wealth*
1 See Table 2.7 11 82,000 gp 2 1,000 gp 12 108,000 gp 3 3,000 gp 13 140,000 gp 4 6,000 gp 14 185,000 gp 5 10,500 gp 15 240,000 gp 6 16,000 gp 16 315,000 gp 7 23,500 gp 17 410,000 gp 8 33,000 gp 18 530,000 gp 9 46,000 gp 19 685,000 gp 10 62,000 gp 20 880,000 gp
• 13 •
Starting Steps
stArtinG a matcH
Chapter 3
Presented here are the basic steps to starting a Conflict Match, fol-lowed by an expanded explanations and tips.
1. GM and Players
The first obvious step is establishing who is playing and who will be the GM. The number of players in a match is critical to the Match Types that can be played.
2. Choose Match Type
The next step is to agree on which Match Type to play. The list of Match Types appears in Chapter 4. If you cannot decide or want to choose the Match Type randomly, use the chart in the appendix. Be sure to consider the Match Variants as well.
3. Choose Teams
In many cases, players can select their own teams. The GM may wish to influence team–building for many reasons. A GM can assign players to particular teams or use other methods discussed on the next page. Once teams are selected each team may come up with a team name. There are examples of team names later in this chapter.
4. Set the Battlepoints Cap
The GM is responsible for assigning the Battlepoint Cap. However, prior to doing this, the GM should speak with the players to deter-mine what level characters they are interested in playing. This will guide the Battlepoints Cap.
5. Choose Laws
The Laws used establish the guidelines for the Match. Be thoughtful when choosing them. Laws can greatly affect each character’s effec-tiveness and therefore all players will need to agree to them prior to the match. Laws can be found in Chapter 6
6. Choose a Conflict Map
The GM selects and announces the Conflict Map for the Match. She also determines the Conflict Map’s configuration. For more informa-tion about Conflict Map selecinforma-tion, see Chapter 7.
7. Build Characters and Select Team Feats
Players discuss who will play what, what each character can do and which Team Feats will help the team’s strategy. Once the team decides on its tactics, players select and adjust their characters to suit. When the characters are ready, each character gets approved by the GM. Team Feats can be selected after the GM approves the team’s charac-ters. There are several Pregenerated Characters in Chapter 12.
9. Passcards
Every player needs a Passcard to privately communicate with the GM. Players should complete certain sections, such as starting items held, Map Elements locations, and Match Length, prior to the start of the
Match. The appendix has Passcard templates you can use as well as photocopy. If there aren’t any copies currently available, you can use a blank sheet of paper.
Team Initiative
At the start of a match, each team makes a team initiative check. This establishes the order each team can act prior to the start of the match. The slowest teammate (the character with the lowest initiative modi-fier) represents his team. Each team rolls a d20 and adds the slowest teammate’s initiative modifier to the roll. The team with the highest total acts first, the second highest acts next, and so on. If there is a tie, the tied teams should roll again to establish an order. Acting in team initiative order, teams gets the following opportunities:
1. Claim Map End: The acting team reserves their Map End (as
described on page 60). Hallows (when applicable) are also assigned at this time.
2. Place or Pass: The acting team decides if they wish to place their
characters and Map Elements or pass the option to the next team. The slowest team left in the order cannot choose to pass. The options when choosing to place are:
•
Place Map Elements: The number of Map Points each team getsis reflected in the Match Type description. With these points the team may purchase Map Elements (described in Chapter 5). The GM should approve and record their locations.
•
Place Miniatures: Players place their miniatures on their MapEnd. The GM ensures all teams follow the Starting Conditions described on page 62 prior to moving on.
11. Planted Items
It is the GM’s option to plant magic items on the map. These items could include, for example, a potion of cure critical wounds, a vorpal sword, etc. All players are aware of the planted items at the start of the
match. See Chapter 11 for more information.
12. Roll Initiative !
Once the miniatures are ready, each player rolls initiative for their character. Allow the normal combat rules to take over from there.
• 14 •
Playing Multiple Characters
starting a mAtch
Presented here are additional options and tips for starting a Conflict Roleplaying match.
Playing Multiple Characters
At times there may be an odd number of players or too few players to make a challenging Conflict Match. When this happens, one solution is to have players control more than one character. As there is not an extended commitment to a character, Conflict Roleplaying is an excel-lent game in which to play multiple characters. Many players enjoy the challenge and excitement of playing—and creating—more than one character. By playing multiple characters, a player can fill out his team and make the game more fun for everyone. Here are a few notes on playing multiple characters:
•
Pregens: To speed up play and setup time, the GM can have eachplayer make one character and use one pregenerated, or ask all players to use pregenerated characters. Pregenerated Characters are provided in Chapter 12 and on the back page the stat block is reprinted with extra room to allow you to customize. This extra space will make it easier for you to customize these pregenerated characters as you see fit.
•
Adopt Secondaries: Another benefit to multiple charactersis that a player’s character can get eliminated without forcing the player to sit out the rest of the game. Instead he can adopt another player’s second character and continue with the game.
Experienced Players: When possible, characters should be
divided equally among the players. However, a very experienced player may wish to take on extra characters in order to allow less experienced players to control only one.
•
Metagaming: Players must abide by line of sight rules and ignoreknowledge learned by one of their characters when determining the actions of another. This is challenging, but becomes easier with practice. The GM should be alert to metagaming and correct players when they misuse knowledge. Metagaming is discussed in depth in Chapter 11.
Rotating GMs
One of the cool things about Conflict Match play is the effortless abil-ity to rotate GMs. Since there aren’t any story or plot arches, changing GM between Conflict Matches is a breeze. Another good reason to rotate GMs is to provide players an opportunity to beat the hell out of the current campaign’s GM; revenge is sweet, after all. If GM rotation is acceptable, be sure to set expectation of how many Matches each person will GM. This will ensure everyone is on the same page.
Team Names
Teams should have a team name. This adds to the fun of the Match, and also helps the GM address a particular team. Of course, players may use any team name they like as long as it is appropriate for the table. GMs may wish to come up with a list of team names for players to select to help the GM prepare things in advance. If the players have trouble coming up with a team name of their own, they can pick from or roll on the following chart.
Table 3.1 Random Team Names
% Team Names % Team Names
1–2 Crits For Brains 51–52 (Round 1 Actions: Enlarge Potions) Size Matters 3–4 Blocked Magic 53–54 A team of Druids and RangersIllegal Animal Experiments 5–6 Hit–M En 55–56 Badgers & Armpit (Round 1 Ac-tions: Summon Badgers) 7–8 Hit And Miss (A Duo) 57–58 The Good, The Bad, And You 9–10 The Triple Crits 59–60 Eight Bad Knees 11–12 Fireballs 61–62 Team Ibuprofen 13–14 We Couldn’t Carry Less 63–64 E For Idiot 15–16 Major Crits 65–66 Snow Chance 17–18 Flying Without A License 67–68 The Holy Hand Grenades 19–20 Vertically Challenged (Halfings) 69–70 Organ–Donors 21–22 Death By Net 71–72 Fat Kids Are Harder To Kidnap 23–24 Death From Above 73–74 Tears For Beers 25–26 Lost Boys 75–76 Team Yellow Stripe 27–28 B.O.B. – Best Of Breed 77–78 Team Sneak Attack 29–30 Dirty Half Dozen 79–80 The Dust Bunnies 31–32 Arm & Hammer (A Duo) 81–82 Three Dudes And A Psycho Chick 33–34 15–0 83–84 Farfromsober 35–36 That Hurt? 85–86 Toooo Muuuccccchhhh! 37–38 You Ok? 87–88 Creeping Evil 39–40 Dispel Or Bleed 89–90 Should Have Been Clerics 41–42 Duck Or Bleed 91–92 Pink Potions Masters 43–44 Whiff, Shank, And Throw, Inc. 93–94 Crimson Blades 45–46 Drunk, Stupid, And Clumsy 95–96 War Hounds 47–48 Team With A 4 Person Roster)We Dig 4–Play (A 3–Woman 97–98 Well–Known Magicians 49–50 Lights Out 99–100 Ask–Me–Not
• 15 •
Supplemental Rules
Chapter 3
stArtinG a matcH
Choosing Teams
Team Captains: One method of selecting teams is to pick two team
“captains.” Groups can select captains through any number of meth-ods, but selecting the two most experienced players is a smart choice. Each rolls a d20, with the highest getting to pick first. Captains then alternately select players from the available pool until all players are selected. This method makes it easy for the GM to split up players, particularly if there are several who are strong tactically.
Random Odds & Evens: Another way to choose teams is to have the
players roll a d6 one at a time. The players that are first to roll even numbers (2,4,6) are on the same team.
Odd Number of Players: If you have an odd number of players you
have a few options. Several matches, such as Ambush, play well with an odd number of players. Check the match descriptions for this in-formation. Another option is for one or more players to play multiple characters. See page 114 for more information on playing multiple characters
Choosing a Match Type
Once the GM has selected the Match Type, she reads over the rules carefully. Noting the victory conditions, the minimum team mem-bers and maximum number of teams, any map point adjustments, the Match Length and Planted Items. She must communicate all this information to the players; reading straight from the book if necessary. Example: Sarah, a GM new to Conflict Roleplaying, decides to roll randomly for her group’s first Conflict Match. She rolls a 5: McGuffin. In her notebook, Sarah writes down, “McGuffin. Must take a load-stone to other team’s Hallow. Can be destroyed. 1 point for getting loadstone to Hallow; most points in 10 rounds wins. Heavy; glows; interferes with extra–dimensional travel.”
Sarah tells the players they will be playing the McGuffin Match Type. She tells them the match is 10 rounds long and reads the Objective, Here’s The Twist!, Victory Conditions, and The Great McGuffin sec-tions out loud from the book. After answering any player quessec-tions, Sarah moves on to the next step.
Supplemental Rules
The following section contains supplemental and optional rules to consider when playing a Conflict Match. Supple-mental rules are considered to be in play unless the GM says otherwise; optional rules are considered not in play unless the GM says otherwise. Be sure to keep an eye on the Con-flictRoleplaying.com website for errata and additional rules.
Spells (supplemental): Certain spells are not designed for tactical
strategy gaming. The GM may restrict any spell based on her experi-ence with Conflict Matches. Infeasible spells include those with very long casting times (atonement, divination, ironwood, etc.), those that
cause the player to leave the map, a disqualifying act (astral projection, ethereal jaunt, plane shift, etc.), and those relying on the unused
align-ment system (align weapon, holy sword, etc.).
Alignment Based Spells (supplemental): Spells and special abilities
that target an alignment (such as smite evil or protection from evil) now
function against the opposite team, regardless of alignment. For exam-ple, smite evil becomes smite opposition. Conflict matches are tactical strategy games and determining alignment serves little purpose unless the match takes place within a larger traditional campaign.
No Effects Before or Between Matches (supplemental): In all
Con-flict Matches, no magical effects can be active at the start of a Match, and spells cannot be carried between Matches. Special abilities that need activation or need to be declared to the GM are not considered active at the start of the match.
Run (supplemental): During Conflict Matches, the run action is
restricted from use. This is due to the constraints of the Conflict Map. This doesn’t affect spells or abilities that increase base speed.
Pursuit and Evasion (supplemental): When simply counting off
squares, it’s impossible for a slow character to get away from a deter-mined fast character without mitigating circumstances. Likewise, it’s no problem for a fast character to get away from a slower one. When the speeds of the two concerned characters are equal, the GM can choose to use this rule: Both players make opposed Dexterity checks to see who is the faster. If the fleeing character wins, he “escapes” and can reposition himself out of line of sight in the direction he was heading within his movement rate. If the pursuing character wins, he “catches up” and can reposition himself adjacent to the fleeing character.
Leaving the Map (supplemental):Players that leave the map invol-untarily (i.e., the target of a plane shift spell or Bull Rush) are lost in
the ether for 1d3 rounds. Communication to the map is lost during this time, including telepathy, and spells requiring concentra-tion are lost. A character cannot voluntarily step off the map in order to go “around” a wall or other obstacle. Likewise, a character cannot purposely use magic to exit the map. This includes flight, which is limited to 60 feet in height. Attempt-ing to do so can result in disqualification. See Chapter 11 for more information on disqualifying acts.
• 16 •
Introduction to Match Types
mAtch tyPEs
This chapter contains ten Match Types for GMs and players to choose from, each with several variations to keep things interesting and new. The variations offer some twist on the objective, which in turn changes the tactics and strategies for each team.
An Introduction to Match Types
Match Types are scenarios of play that pit teams of players against one another. Think of Match Types as different competitive events, or as formulas for competition. Each Match Type has its own objective and victory conditions. At the beginning of each session, the players and GM collectively agree on a Match Type, or the players allow the GM to select a Match Type. Once the group selects the Match Type, the players or the GM divides the characters into teams. The match begins and the first side to achieve the Match Type’s objective wins.
Replaying a Match
Each Match Type can be played again and again with different results. This depends on what strategies players utilize and what character builds they use. A simple change in opening tactics can alter the outcome or feel of a replayed Match Type. There is no carry-over from one match to the next; players cannot keep items or spell effects after a match ends. However, if the players and characters remain the same for a rematch, the GM can rule that some knowledge of the teams carries over between matches. Each team “remembers” the opposing teams’ appearances and combat tactics. With this information a team may plan, adjust, or change their match tactics accordingly.
Total Party Kills
A TPK (total party kill) occurs when all members of a single team die. This always results in victory for the other team. Regardless of the objective, if all team members fall prior to the objectives being met, that team loses.
Casualties
The GM makes the final determination on whether a character is a casualty or not. Players that are temporarily incapacitated but could return to the fight should not be considered casualties until the match ends without the characters having returned. When characters die, players should leave the miniature on the map. Such characters may still be looted, reincarnated etc. For example, Khabar the fighter fails his Fortitude save and falls victim to a flesh to stone spell cast by the
opposing team’s wizard. Khabar’s miniature remains on the map and it takes 3 rounds for the wizard on his team to break the spell. During that time, Khabar is not a casualty because his body wasn’t destroyed.
Random Match Selection
GMs and players should discuss which Match Type to play and select one on which everyone agrees. The GM may also choose to roll randomly on the Random Match Types Table located in the appendix of this book. Once the Match Type is selected, be sure to consider the variants of that Match Type as well.
Match Stalemates
Stalemates happen in Conflict Roleplaying. Sometimes neither side can get the edge it needs to win, and that is okay.
Here are some possible solutions to resolve stalemates:
•
Sudden Death: For Match Types where slaying the opposing team is the objective, the next team to kill an enemy team mem-ber wins.•
Extended Match: Play for an additional 5 rounds.Match Events
Match events add a twist to Match Types. Some matches may seem easy to design tactics for, until a Match Events add a layer of complex-ity that requires a more dynamic strategy. Match events are, in essence, magical effects that are the center of the Match Type. They create new challenges that apply to all teams.
Match events can be magical effects that affect certain players or target different players at different times. For example, in Regicide, the king’s crown has properties that affect only the character designated the king. In Kill of the Hill, the faerie fire effect targets the characters in the
lead, and ceases when they fall out of the lead or become casualties.
The Hallow: Several matches include a Map Element named The
Hallow. Players should familiarize themselves with it description on page 41.
Cannot Be Circumvented: Players must understand that the match
events are the purview of the GM. The whole point of the match event is to add a new dimension to the match; for this reason, most contain a “cannot be circumvented” clause. Magic and tactics, no matter how powerful, cannot overcome the restrictions a match event imposes. An attempt to disable a match event is a challenge to the GM’s author-ity, and could result in disqualification. Making the match event work for your team, though, is another story. Players are encouraged to think creatively to find ways to turn a seeming disadvantage into an advantage or part of a plan. Accept and work with the match event instead of fighting against it to enrich the experience for all players.
Here is the format for Match type descriptions.
Objective
This is the overall purpose of a Match Type. It gives information on all the key concepts of the match.
Here’s the Twist!
The twist is what makes the match unique This section describes rules that change the direction or expected outcome of the objective.
Handicap Match
This indicates if a Match Type requires an odd number of characters.
Name
The name of the Match Type is displayed at the top of the page. It is how it is referred to in the book and on the Conflict forums.
Victory Conditions
While the Objective section explains the overall goals of a Match
Type, this section places it into concrete terms. The Victory Condi-tions state what players must do to win the match.
Team Name Adjustment
These are the names of the teams involved in the Match Type. In some matches this is important because teams might have different objec-tives. During the match descriptor the text may refer to a team by the team name mentioned here. In matches without special team names, it will say None.
Minimum Team Members
This is the smallest number of characters needed for each team. Teams cannot be composed of fewer characters than this number.
Maximum Number of Teams
This is the recommended maximum number of teams that can partici-pate in the Match Type.
Setup & Rules
The setup explains how to prepare for the Match Type. It covers map points usage, miniature placement rules, and the other things that set the stage for the competition.
Starting Point Adjustment
There are Match Types which place restrictions on the starting points of the characters. This section discusses any such adjustments.
Map Point Adjustment
Some Match Types adjust or eliminate the amount of Map Points available to the players. This section details the proper Map Point al-lotment for the match.
Match Length
This provides the potential length for the Match Type in rounds. If more than one length is mentioned, the GM can choose from those listed. If the Match Length is Infinite, or if Infinite is selected, then the Match lasts until the Victory Conditions are met.
Variants
Variants are altered versions of existing Match Types that usually have a different twist, objective or setup. Groups are encouraged to play the standard Match Type before experimenting with variations.
GM Notes
This section is designed for the GM and gives important details, reminders or frequently asked questions for her reference.
Match Type Format
Chapter 4
mAtch tyPEs
• 18 •
“The pass looked clear at first. Then they descended in a
screaming pack without warning, weapons falling on us
with murderous precision. Their numbers were few, but
their tactics multiplied their power. Our side was
surround-ed by theirs, and things didn’t look good. We fought free
but scattered in the attempt. I knew that if we regrouped in
time and seized the higher ground, we might just get out of
this alive.” — Bernard, Ambush Survivor
Handicap Match
Yes
Objective
In an Ambush match, each team struggles to eliminate the other team by slaying every enemy characer. One team, the Ambushers, has a smaller number of players than the other team, the Defenders. The Ambushers gain an initial advantage when they launch a surprise attack on the Defenders to start the match. But can they maintain that advantage when the Defenders counterattack with their superior numbers?
Here’s the Twist!
The Ambushers have fewer numbers than the Defenders, but the Ambushers receive a number of tactical advantages. The Ambushers are the only team with Map Points. The Ambushers receive a number of preparation rounds in which to lay traps and raise defences. When the Ambushers do strike, they do so under the benefits of protective magic and advantageous terrain.
However, the Defenders have greater numbers that should withstand the Ambushers’ initial onslaught. Focused tactics by the Defenders could wipe out the Ambushers’ smaller numbers with a little luck and a lot of strategy.
Victory Conditions
Kill all members of the opposing team to win.
Setup
Map Points Adjustments: 100 (Ambushers) , 0 (Defenders) Starting Points Adjustments: The Ambushers may start the match
on any square of the map. The Defenders are restricted to the normal placement rules.
Match Length Options:15 Rounds, 20 Rounds, Indefinite
Rules
•
The Ambusher’s receive the standard number of 100 Map Points.•
The Defenders must wait two rounds before beginning thematch. (i.e The Defenders miniatures will not be placed on the map until the third round.)
•
The Ambushers may start the match on any square of the map.•
The Defenders are restricted to the normal placement rules.•
The Ambushers are aware which Map End the Defenders willstart the match. However, they are not aware of which squares.
GM Notes
•
Both teams need to be assigned a Map End.•
If there is a visible spell effect in a square that a defender starts in, then he can choose to start in a different square that is within 20 feet (4 squares) of another team member.•
The two preparatory rounds given to the Ambusher do not count against the Match Length.Variants
Different Battlepoint Caps: The Defenders receive a smaller
Battle-point cap than the Ambushers. The Defenders adjust their BattleBattle-point cap to be one level lower than the Ambushers per Table 2.1: Battle-point Cap by Level.
Even Kill Victory Conditions: The Ambushers must kill a number
of Defenders equal to the original size of the Ambusher team. For example, a team of 3 Ambushers facing a team of 7 Defenders must kill 3 Defenders to win. The Defenders must kill all of the Ambushers to win.
3. Reduced Preparation: The Ambushers receive only one round in
which to prepare their ambush.
4. Double-Cross: In this variant, the Ambushers and Defenders
begin the match with an even number of team members. However, one member of the Ambushers is actually a spy, placed there by the Defenders. During the ambush, the spy can disrupt the attack, turn on his former teammates, or otherwise assist the Defenders. The spy must reveal his allegiance during the first skirmish and thereafter counts as a Defender. The GM can assign the spy by privately writing a “yes” or “no” on the Passcard of each character. The character with the “yes” is the spy.
Match Type: Ambush
AmBusH
• 18 •
Team Names
Adjustments Team MembersMinimum Maximum Teams
Ambushers, Defenders 1 for Ambushers
• 19 •
• 20 •
“They all want the hill. Men have died trying to take it.
But the hill is elusive. It does not sit still, it moves about the
battle field, like an aimless vagabond. Whoever controls
the hill, is master of the land. Today, the hill is mine.”
—Ty, Hill Slayer
Handicap Match
No. Teams are not assigned. Characters play as individuals
Objective
Each character needs to get to the hill and stay on it for the greatest number of rounds to win. Kill of the Hill is a free-for-all format that allows characters to play as individuals and not part of a team. Any number of characters can participate in the Kill of the Hill.
Here’s the Twist!
1. A casualties cannot be declared a winner. Therefore, not only are characters trying to occupy the same space they are trying to stay alive. In addition, once a character leads in number of rounds on the hill, a faerie fire effect targets the character and makes him easier to
identify and hit.
2. The hill moves every three rounds. There are three locations where the hill can appear. The characters are aware of the three locations, but must determine the hill’s current location on their own.
3. Lastly, the hill does not only sit at ground level. The GM can place the hill on building tops, platforms, and other challenging locations to increase the difficulty of the match.
Victory Conditions
The player who has held the hill for the greatest number of rounds by the time the match ends wins. A casualty cannot be declared the win-ner. To score a round, a character must spend an entire round with his feet on the hill.
Scoring: In order to score, a character must Activated the Hill as
detailed under Hallow’s Activation on page 41.
Setup
Map Points Adjustments: Map points are not assigned
Starting Points Adjustments: All characters must begin within two
squares of the map’s edge. All characters begin on the same side of the map positioned 15 feet from each other.
Match Length Options:10 Rounds, 15 Rounds, 20 Rounds
Rules
•
Teams are not assigned. Characters play as individuals•
The GM assigns three potential hill locations and marks the loca-tions on the map.•
The hill is a 10 foot Hallow; the GM decides its initial location.•
A pale glow surrounds and outlines the hill at all times. This is theequivalent of a dancing lights spell.
•
All characters are aware of the hill’s location during round one.•
Players cannot move the location of the hill.•
The hill possesses all of the magical effects of a Hallow with the exception of the Announcement effect.Match Events
Kill Of the Hill: A fairy fire and dimensional anchor spells are
automat-ically cast on characters that share the lead. The spells are recast each turn (not round). The moment a character is no longer in the lead or is declared a casualty, the spells are removed. For the purposes of the match the effect circumvents all magical and physical resistances.
Gia’s Reach: The hill begins at one of the predetermined locations
in the first round. At the beginning of the fourth round, and every three rounds after that, the hill shifts to another location. The GM rolls 1d100; each other location has a fifty-fifty chance of becoming the new hill. Once the hill moves, it glows with the effect of a dancing lights spell, as if cast on the summit of the hill. At the beginning of each subsequent round, the dancing lights rise 30 feet into the air. When the hill shifts again in three rounds, the dancing lights disap-pear and reapdisap-pear at the summit of the new hill.
GM Notes
•
The Hill must be reachable via mundane means.•
More than one person can score and occupy the hill in a round.•
Character can score points while burrowing.Variants
Single Hill: Gia’s Reach is not active, and the hill remains in one
loca-tion for the entire match. The characters play on two teams, Attackers and Defenders. The Defenders must protect the hill by disrupting any attempts by an Attacker to spend an entire round with his feet on the hill. The Attackers score one point each time one of their members scores a round on the hill. The GM assigns a victory condition from 3 to 5 points. If the Attackers score that many points, they win. If time runs out before the Attackers reach the victory condition, the Defend-ers win. The Hill under this variant is a 20 feet square.
Match Type: Kill of the Hill
KiLl oF tHe HilL
Team Names
Adjustments Team MembersMinimum Maximum Teams
• 21 •
K
ill
of the
Hil
l
• 22 •
“So it has come to this. War. Today we settle old scores and
fight to be the ones left standing to claim the spoils. We
come here today to spill the blood of our enemies. Our aim
is simple: make them bleed. We must combine our magic
and our steel to thwart the enemy and reign victorious.“
— Lazarus, Four-time Bloodspill Survivor
Handicap Match
No
Objective
The objective is to slay all other teams on the map. Bloodspill is a simple Match Type that works well for groups that just want to have some quick fun. Players form evenly numbered teams, and clash in a battle royale. Time is crucial in Bloodspill. The players should agree on a set match length.
Here’s the Twist!
1. As long as your character fits under the Battlepoint cap, there is nothing stopping you from pure combat. Players test their mettle against one another using their perfectly constructed characters. 2. Watch your step. With 200 map points each team will litter the map with map elements.
3. The GM plants an item on the map as described in the Planted Items section on page 91. The GM announces the existence of the items before the start of the match but after the players have placed their miniatures on the map.
Victory Conditions
Whichever team has the most survivors at the end of the match, wins.
Setup
Team NamesAdjustments Team MembersMinimum Maximum Teams
<none> 1 4
Map Points Adjustments: 200 Map points are assigned to each team. Starting Points Adjustments: No Adjustment.
Match Length Options: 10 Rounds, 15 Rounds, 20 Rounds
Rules
•
When there is a tie in survivors, victory can be decided by moving to Sudden Death: The next team to kill an enemy team member wins. Or extend the Match for an additional 5 rounds.GM Notes
•
This is an excellent Match Type in which to test out new character builds. You can change the dynamic of the match by requiring players to create characters before they are randomly assigned into groups. Groups where the players are allowed to collaboratively create their characters will have an easier time and more synergistic tactics, making for a more intense (but possibly shorter) match.•
Groups with four players may prefer to play Brother’s Keeper instead of Bloodspill as the rule are intended for pairs.•
Expect players to test the limits of what their characters can do.In such a strategic match, players will be eager to build compli-cated characters with devastating combos. Consult the GM Tips chapter on ideas for how to keep the action moving in the face of complicated tactics and methods.
•
Once a Planted Item is announced and placed on the map, play-ers are not allow to move their miniatures until their initiative turn.•
As this Match Type is excellent for testing new builds, you might consider either raising the Battlepoint Cap or even completely eliminating it, to allow characters to spend all their available gold.Variants
For Each His Own: Characters begin on evenly numbered teams
however, only one person can be declared the winner. Even survivors who are members of the same team must fight one another.
Iconic Group: This variant is for teams with four members each. One
member of each group must be a “warrior” type (barbarian, fighter, paladin, monk, or ranger), one must be a “healer” type (cleric, druid, or paladin), one must be a “crafty” type (bard, ranger, or rogue), and one must be a “spellcaster” type (druid, sorcerer, or wizard). No two characters can be the same class. Thus, if the warrior type is a paladin, the healer type cannot also be a paladin.
Legendary Face Off: A single player from each team gets to play a
legendary iconic character. The icon can be from any popular literary source like Dungeons and Dragons, comic books or legends of history (e.g. Knights of the Round Table). The legendary icon will still need to meet the Battlepoint cap.
Legendary Grudge Match: One player gets to be a Legendary
Dun-geons and Dragons icon. (eg a dual scimitar welding Drow or maybe an aging wizard who has traveled all the realms but has forgotten it. ) The legendary icon will still need to meet the Battlepoint cap.
• 23 •
• 24 •
“This battle isn’t about killing; it’s about getting the other
side to talk. Our enemies have vital information and if we
take their secrets first, we will have a sizable advantage on
the battlefield. So let’s go get one of those bastards!”
— Nulcore, Master at Arms
Handicap Match
No
Objective
Each side tries to grab one member of the opposing team and bring the prisoner to their Hallow. Any opposing team member will do, but as each side has the same objective, both teams will be on their guard.
Here’s the Twist!
1. Team members cannot huddle together. Each character must stay at least one square (i.e. 5 feet) from any other team member. In other words, team members cannot occupy adjacent spaces.
2. Disqualification rules regarding slaying your own teammates are conditionally suspended in this Match Type. A mercy kill may oc-cur if the teammate is in the possession of the enemy. Possession is declared by the GM.
Victory Conditions
To win, a team must return to their Hallow with an opponent and keep him prisoner for three rounds. The opponent must remain alive for the duration of the round to score. Each opponent’s time in the Hallow is counted separately and the rounds don’t need to be con-secutive.
Setup
Map Points Adjustments: Map points are not assigned. Starting Points Adjustments: No Adjustments.
Match Length Options: 15 Rounds, 20 Rounds, 25 Rounds
Rules
•
The GM places one Hallow on each side of the map and assigns one team to each Hallow.•
Team members must stand at least one square (i.e. 5 feet) apart. In other words, team members cannot occupy adjacent spaces, even if grappled. If team members are forced into adjacent spaces, they must take the first available legal move to separate.•
If one team grabs an enemy and deliberately brings the impris-oned character adjacent to a teammate (for example, to get through a doorway or down a corridor), the separation rule is suspended until the teammates gain at least five feet of space between them. For example, if the enemy drags an imprisoned character through a doorway and ends their movement adjacent to the imprisoned character’s teammate, the teammate does not have to move away until the enemy drags the imprisoned charac-ter at least one square (i.e. 5 feet) away.GM Notes
•
The opponent must remain alive for the duration of the round to score. In the Pathfinder® Roleplaying Game Core Rulebook™, death is defined as when: “The character’s hit points are reduced to a negative amount equal to his Constitution score, his Consti-tution drops to 0, or he is killed outright by a spell or effect.”•
The GM should familiarize herself with the grapple rules prior tothe match. The GM might also wish to go over the grapple rules with the players before play begins. A summary appears here:
ѳ
Grapple actions are based on Combat Maneuver Bonus (Baseattack bonus + Strength modifier + Special Size Modifier) and Combat Maneuver Defense Bonus (10+ BAB + Strength Modifier + Dexterity Modifier + Special Size Modifier).
ѳ
Grappling is a standard action that provokes an attack ofop-portunity.
ѳ
If the target doesn’t break the grapple, the grappler gains a +5 on grapple checks made against the target in later rounds.ѳ
Once the characters are grappling, the grappler can make acheck to maintain the grapple and do one of the following: move half speed, damage, pin, or tie up (if pinned).
ѳ
A character can take any action that requires only one hand to perform, such as cast a spell or make an attack with a light or one-handed weapon against any creature within reach.Variants
Tight Lipped: Captured opponents must be held in the Hallow for 5
rounds instead of 3.
Dead Men Tell Tales: Captured opponents do not have to be kept
alive. Once taken to the Hallow, a speak with dead spell allows for
interrogation. Casualties’ miniatures are left on the battle map to indicate where the bodies lie. Characters should calculate their weight, including the weight of equipment, in case the numbers become relevant.
No Mercy Kills: Disqualification rules are in full effect.
sNatch and GraB
Team Names
Adjustments Team MembersMinimum Maximum Teams
<none> 2 4