Q: What influenced
the game the most; character build, in-game tactics, or luck of the dice?
Dan White: It was
a combination of all three. Luck is always a factor in any dice game, but we
built our characters specifically to minimize the risk of mediocre rolls. I
made my character specifically to get to the top of the tower in E4M1: Court of
the Storm Lord, and to the top of the tower with the magic item in E1M2: The
Citadel, too bad there was nothing there this time around. My speed of 7 was
also a great boon to damage in E5M3: Pac-Man. I think Marc's character was
pretty central to our win as well, he absorbed damage that would have
demolished most Level 1 characters twice over, and every point he took was a
point I didn't have to. Derek and Riley both did good amounts of damage, I did
my best, but perhaps didn't play as optimally as I should have, forgetting my
quarry damage sometimes and to use my thri-kreen claws.
Marc Talbot: All
three I would say. People told me that a
melee characters is not the way to go for the Court of the Stormlord map, yet,
I influenced the battle as much as anyone else on the board during the GenCon
tourney.
Tactics...hugely influential, you forgot a mark, a quarry and did not read the terrain properly, you died. I saw many people, including some of my teammates get telefragged because they did not pay attention to their full movement turn.
Luck of the dice is definitely true. If you miss an attack, it could be as much as 1 kill to bring you to a tie or even a victory.
Tactics...hugely influential, you forgot a mark, a quarry and did not read the terrain properly, you died. I saw many people, including some of my teammates get telefragged because they did not pay attention to their full movement turn.
Luck of the dice is definitely true. If you miss an attack, it could be as much as 1 kill to bring you to a tie or even a victory.
Q: What was your race
and class? Why did you choose that combination? What informed your design the
most?
DW: Thri'kreen
ranger. He had a speed of 7, the ability to swap between melee and ranged for
free every round, and a feat that gave him a climb speed of 7. He was built to
get around and use the map's weapons and features, and for the most part did
well in his role.
MT: Originally, I
built 6 characters to try out at the Deathmatch in Toronto. The first character I chose to play was the
one that actually got the go ahead from my teammates. I chose the Goliath Warden for the initial
trial character.
I decided to change it up a bit for GenCon to a Dwarf Warden with the Dwarven Weapon proficiency. Higher weapon damage output, second wind as a minor, the saving throw for knockdown feature and the forced movement clause. It just optimized my character that much more.
I knew I was going to be a target and pushed by many of the ranged characters from the opposing team, so I wanted to be able to take as many hits as possible before going down; literally and figuratively. My character was designed to keep the other tanks of the team from beating on my party members.
I decided to change it up a bit for GenCon to a Dwarf Warden with the Dwarven Weapon proficiency. Higher weapon damage output, second wind as a minor, the saving throw for knockdown feature and the forced movement clause. It just optimized my character that much more.
I knew I was going to be a target and pushed by many of the ranged characters from the opposing team, so I wanted to be able to take as many hits as possible before going down; literally and figuratively. My character was designed to keep the other tanks of the team from beating on my party members.
Q: How much did
metagaming factor into party design? Was the party built for synergy or to
counter anticipated combos?
DW: It's hard to
anticipate combos or enemy intent when there are so many teams and so many maps
to overcome. The key to a good party is versatility, as high damage output as
possible and hopefully good powers for avoiding as much damage as possible. The
maps play a large part of the strategy in making a team as well since most
terrain powers are far stronger than any character powers.
MT: I think
metagaming only played a small part in the design of our party. Sure, you can take into account all the
terrain, the hazards the holes of all the maps, but as I have found out things
change and cannot be always anticipated.
Synergy is your best friend for this type of tourney. We designed our
party with the intention of survival. We
could all take a few hits and then dish out the damage when appropriate. Strategy played the biggest part in the
paying of this game.
Q: What was the most
fun part of the tournament?
DW: When one of
the players in the first round said on his cell phone, "I can't talk now mom, I'm in a death match". I cracked
up, made me laugh all weekend.
MT: Winning! Seriously, I loved meeting all the people who
played in the tourney. A great group of
people, and having won the tourney on my virgin GenCon has made it much
sweeter.
The comedy relief of one of the players during the deathmatch. Listen to this, he answers his phone and I quote: “I can’t talk right now mom, I’m in a deathmatch!”
The comedy relief of one of the players during the deathmatch. Listen to this, he answers his phone and I quote: “I can’t talk right now mom, I’m in a deathmatch!”
Q: What tactics or
character build did you fight against that surprised or impressed you the most?
DW: The dwarf
woman looking character in Cellar Dwellers, not sure exactly what it was, but
it was pretty hard to kill and kept foiling my attempts to get up the tower in
E4M1: Court of the Storm Lord.
MT: The last team
“applesauce” really surprised me. The
second place team were all hybrids specifically designed for the
deathmatch. Their sheer output of damage
and their serious attack bonuses shocked me.
I have not seen optimization like this since 3rd edition. I was scared and if not for the vulnerability
we constantly imposed...who knows, maybe our tactics would have changed.
Q: What map gave you
the most trouble?
DW: E6M1:
Internecion in the Feywild, there were way too many crazy rules, and with the
added pressure to finish a turn quickly, it was nigh impossible to play
effectively.
MT: I found that
the feywild map gave me the most trouble.
It was really hard this time to establish a rhythm on this map. We almost got ganked on this one. This map is
hard to read. All depends on who gets
where and how. Very complicated.
Q: Since the
tournament is a ladder elimination setup, the most difficult foe doesn't always
come at the end. Which team gave you the most difficulty in defeating?
DW: The three
team fight in the first two rounds were most difficult because defense becomes
way more important than offense, and any good team will be made more to kill
than to stay alive. I think in this situation, counting kills would be more in
the vein of a deathmatch than counting deaths...after all it's a deathmatch not
a “turtle up and stay alive” match.
MT: The team in
the semi-finals. From what I understand,
they were rookie players(correct me if I am wrong), and as much as we tried to
bring some tactics to the table, something random they did seemed to throw us
off for the whole match. This one came
down to one death also.
Q: Related; what were
some surprising things that you saw on the other teams?
DW: There was an
artificer/warlord hybrid that surprised me, since he had little offensive
capability on his own. He was pretty good when near an ally though, or would
have been if said ally rolled above a 6 at some point in the match...hooray for
luck.
MT:
1. The variety of classes that could be optimized, from wizards to avengers, I even saw some leaders.
2. The amount of prep time put into their characters. Some of the teams knew each of their party members as well as their own.
3. The fun they were having.
4. The disappointment on the teams that did not advance. (with good reason)
5. The elation on the faces of the players playing FTDM for the very first time.
1. The variety of classes that could be optimized, from wizards to avengers, I even saw some leaders.
2. The amount of prep time put into their characters. Some of the teams knew each of their party members as well as their own.
3. The fun they were having.
4. The disappointment on the teams that did not advance. (with good reason)
5. The elation on the faces of the players playing FTDM for the very first time.
Q: What is best in
life?
DW: To crush your
enemies, see them driven before you and hear the lamentation of their women.
MT: Being
Fourthcore Team Deathmatch Champs 2012 on my virgin year of GenCon.
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