Nature's Cabal -
Team Variant - Rules v1.0
This
variant is intended for play on Diablo II Expansion, under patch 1.10 or later. CONCEPT The
Rogue Revival team variant has been a huge success. My team is already talking
about what to do after we complete that concept, so I have been thinking about
why it has worked out so well and how to build another good design.
After
looking at several ideas, I believe I have come upon one that I can balance, at
least within reason. This concept will not translate to a 4dot run, as it will
not work under Friendly Fire conditions, but it may be worth a 3dot run. NATURE'S
CABAL Up to eight
may play. All characters involved are of the Druid class. Each character will
be limited to specific skills. Some will have item restrictions. The design is
meant to be balanced, fair, and sturdy, meaning that the team should be able to
function even if one or several characters are absent from a given session. At
least that will be my aim.
+SKILL
ITEMS Skill bonuses
ARE allowed, but only on Druid Pelts (helms). Exception: the Rabid Clubber may
find +skills on clubs.
SKILL
CHOICES Each Cabalist
must abide by a set of skill restrictions, specific to his definition. Synergy-only
means these skills are NOT ever to be used, but player may invest points in them
to obtain synergy with usable skills. Prereq-only means one point max to this
skill, and do not use this skill unless specifically allowed by your rule set.
RUNEWORDS All
runeword items are forbidden. We will make our way on what we find, buy, or gamble.
MERCENARIES No
mercs.
ITEMS
WITH CHARGES Knock
yourself out. However, if you need a recharge, you have to pay your own way.
NATURE's
CABAL CHARACTER TYPES: * Rabid Clubber * Bearly in Motion * Frozen Turkey *
Spin Doctor * Boulder Bowler * Fissure Fisher * Spirit Keeper * Ursa
Major RABID
CLUBBER Unrestricted
Skills: * Werewolf * Lycanthropy * Feral Rage * Rabies * Fire Claws *
Hunger * Cyclone Armor
Prereq-Only: *
Werebear * Maul * Arctic Blast Synergy-Only: *
Poison Creeper Skill
Requirements: * Must obtain slvl 10 Rabies before advancing to Nightmare. *
Must max Rabies before advancing to Hell. * May add up to one point to Poison
Creeper for each act completed. (Max slvl = 14, in Hell Act 5) Stat
Requirements: * Must invest enough into Dexterity to maintain proficient blocking
(as good as the shield claims or better). Item
Restrictions: * May ONLY use clubs as weapon. Club, Spiked Club, and the improved
versions of these. * Must use a shield. * May not use ranged weapons, including
throwing potions. BEARLY
IN MOTION Unrestricted
Skills: * Werebear * Lycanthropy * Maul * Fire Claws * Hunger *
Shockwave * Cyclone Armor
Prereq-Only: *
Werewolf * Feral Rage * Arctic Blast Stat
Requirements: * Must invest at least 40% of stat points into Vitality. More
is allowed. Item
Restrictions: * Must use two-handed weapons. * May not ever equip any items
with Increased Attack Speed FROZEN
TURKEY Unrestricted
Skills: * Raven * Arctic Blast * Cyclone Armor
Synergy-Only: *
Twister * Tornado * Hurricane Stat
Restrictions: * May not exceed 25 points of base Strength. * May not add
to base Dexterity. Item
Restrictions: * May not ever equip any item that provides Cold Resistance! SPIN
DOCTOR Unrestricted
Skills: * Cyclone Armor * Twister * Tornado * Solar Creeper
Prereq-Only: *
Arctic Blast * Poison Creeper * Carrion Vine Synergy-Only: *
Hurricane Skill
Requirements: * Skill level on Tornado may not exceed that of Twister. *
Allowed to use prereq Arctic Blast until reaching character level 18 and obtaining
Twister. Stat
Requirements: * May not exceed 25 points of base Strength. * May not add
to base Dexterity. Item
Restrictions: * May not ever equip any item that provides Lightning Resistance! BOULDER
BOWLER Unrestricted
Skills: * Firestorm * Molten Boulder * Cyclone Armor
Prereq-Only: *
Arctic Blast Synergy-Only: *
Fissure * Volcano * Twister * Tornado * Hurricane Stat
Requirements: * May not exceed 25 points of base Strength. * May not ever
add to base Dexterity. Item
Restrictions: * May not ever equip any item that provides Poison Resistance! FISSURE
FISHER Unrestricted
Skills: * Fissure * Cyclone Armor
Prereq-Only: *
Molten Boulder * Arctic Blast Synergy-Only: *
Firestorm * Volcano * Twister * Tornado * Hurricane Skill
Requirements: * Fissure base skill level may not exceed that of Cyclone Armor. *
Allowed to use Molten Boulder between character levels 6 and 11 (until you get
to Fissure). Item
Restrictions: * May not ever equip any item that provides Fire Resistance! *
Must use a shield. * Must equip throwing weapons in left hand. (Prevent Monster
Heal items are recommended! Potions are OK, too.) SPIRIT
KEEPER Unrestricted
Skills: * Summon Spirit Wolf * Spirit of Barbs * Cyclone Armor
Prereq-Only: *
Raven * Oak Sage * Heart of Wolverine * Arctic Blast Synergy-Only: *
Summon Dire Wolf * Summon Grizzly * Twister * Tornado * Hurricane Stat
Requirements: * Must add at least 40% of stat points to Dexterity. Item
Restrictions: * Must use a bow (not crossbow) as weapon, to be equipped at
all times. * Lacking for AR bonuses from skills, player will have to sort out
how best to balance weapon use and magic use. * Allowed to use your starting
equipment until such time as you can obtain a bow and equip it. URSA
MAJOR Unrestricted
Skills: * Oak Sage * Summon Grizzly * Cyclone Armor
Prereq-Only: *
Raven * Arctic Blast Synergy-Only: *
Summon Spirit Wolf * Summon Dire Wolf * Twister * Tornado * Hurricane Skill
Information: * Your only attack skill is Summon Grizzly, and this does not
arrive until character level 30! This may be the most boring of the eight roles
on the team in that regard, but we turn you loose with weapons, sans Lycanthropy
help, so that you can do something other than stand around watching. Item
Restrictions: * Must equip polearm weaponry in one slot. This includes Bardiche,
Voulge, Scythe, Poleaxe, Halberd, War Scythe, and upgraded versions. This does
not include any form of spear. * May equip crossbow (not bow) in second slot,
or a second polearm. * Allowed to use your starting equipment until such time
as you can obtain a polearm or crossbow and equip it. NATURE'S
CABAL TEAM VARIANT *
Each character has specific skills and strengths. * Each character has a specific
weakness. Melee chars are exposed to more danger. Chars required to equip two-handed
weaponry forego blocking and resistance benefits from shields. All others have
one resistance vulnerability. * The Cabal is a tight Brotherhood. They may
not play with any characters except brother Cabalists. (This means they play only
with fellow team members, in private team games. No "passersby" or "guests",
no joining RBD games or AB games, etc.) * Only Cabalists are allowed in the
brotherhood! No Amazons, no Paladins, no regular Druids, etc. * If a Cabalist
"leaves" the brotherhood, he may play with other characters but never
return to the team. * No twinking. Use what you can find, buy, or make for
yourself. This is a pure team concept. * No "variant within the variant".
You can run a cabalist solo any way you like, but no macho stuff when playing
as part of a team. Follow the rules and play within them to your full potential. *
Any number of players may play, up to the maxium 8 of course. * Any late-starting
players who are trying to "catch up" and "join the team" must
build their chars solo, in isolation. There are no exceptions to the purity concept.
If you are to prove yourself to your brothers and join the order, you must show
discipline and commitment! * Although this team variant is highly flexible,
it is not meant to be played in "pickup" fashion. Any true team variant
requires regular gaming nights and scheduled activity.
Posted
Nov 24 2004 |