OOC: fight night - capture the flag thoughts/ideas
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Perhaps DMs should avoid using the Heal command when bringing downed folk back up and instead use a Heal spell. The Heal command is like a reset switch.
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Restritct Tenser's J/k.
Yeah the sancturary was bad. I think the flag bearer should be completely visible, no hiding, invisible, or sancturary, but the defenders can be hidden to give the appearance of a vulnerable flag bearer.
No resting? Makes mages useless if they do fall, but I suppose being more careful is fun. Cause my drood sucks without spells (especially if 10 people are chasing him at once).
I agree with meta.. make the flag bearer's little area bigger. Like indicators where the flag bearer can and cant go. At least an area large enough where they can escape mages AOE spells.
Coming back into battle should still be allowed. Sometimes the teams can be way unfair, and being allowed to come back out after being slaughtered gives them some hope. But, DMs, think of a new method that doesnt take all my buffs off when you heal me .
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I was not in other Capture the Flag events, but you better give the Flag some penalties to hide and move silently, Or I'll have to go play and kick your butts.
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Sanctuary (the level 1 version) is fine since it's a short duration and has a Will save.
Greater Sanctuary is the one to not allow. It's got a long duration and no save to overcome it.
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I would also take out resting and maybe put a time limit. Then take people out of play for the rest of the round once they've gone down. Waiting in the 'lobby' wouldn't be so bad with a time limit on the games.
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I'd rather alow AoE spells if we can. The reason we didnt was because of the NPC's in the area. But yes, all or nothing is really the way to go there.
and yes, no more sanctuary for the flagholder.
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We excluded Fireball, yet allowed other AoE damaging spells. Oxymoronic, IMO. Make it all or nothing.
Greater Sanctuary should not be allowed. Or at the very least not for the flagbearer.
Rally point should not be in the same path as the most direct point between the bases. As mentioned above, this lead to returning members getting whacked.
I'd honestly prefer no resting. Allowing resting takes away the spell/ability management challenge. And I'm speaking as a mage here.
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flag holders should be allowed to leave the circle, cause having to stand on evards tentacles while you get blasted with magic missiles from a mage with shadow shield, and not be allowed to make the ten foot step to get off the tentacles and start whacking the mage just doesnt seem right.
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Had a blast overall.
There was one issue that I noticed, when previously killed players were being let back in - they were told they had to go back to their home base before they were back in play - but the other team was taking the same route to their home base that they were - which several times resulted in all the returning people getting whacked before they could get to their home base.
The only way that comes to mind to fix this, is to have the rally area for each team adjacent to their home base.
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@fcbaeb31f9=TURPA:
2. Make the flags glow or have it give a glowing aura / light effect or something. Flag carriers should be very obvious and easy to spot.
I like that idea.
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I thought it went great (granted I was on the team where greater sanctuary was used). The two suggestion I would make are:
1. Add a time limit of say 20 minutes per round. If time runs out then it can be a draw or come down to who has the most team members still in or something. I think that will help keep the matches moving and not dragging out in the event of a stalemate.
2. Make the flags glow or have it give a glowing aura / light effect or something. Flag carriers should be very obvious and easy to spot.
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Greater Sanctuary makes it just inherently unfair… I believe a single run no resting policy should also be added.
Additionally, if it's down to just the flag-holder, that team automatically loses.
If it's down to BOTH flag holders... anything goes duel