Here's an initial proposal for a more rules-lite version of the 7 Samurai team variant. Commentary is of course welcome. Consider this team variant to be inspired by the movie, rather than an attempt to mimic the movie to any substantial degree. I have tried to focus on function-oriented restrictions and minimize restrictions that are more of an inconvenience than a real impact on the challenge level. Gear choice restrictions remain largely roleplay-oriented, however.
EXECUTIVE SUMMARY for purposes of challenge level evaluation:
- Standard cooperative team rules including item sharing, team pure, no twinking
- Paladins wielding 2H swords and other 2H weapons only
- Limited base DR available
- No restrictions on stats
- 3 skills at slvl10+, the rest at slvl 1+
- No spell attacks, merc resurrection or any castable minions
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The original 7 Samurai variant by Occhi is here:
http://www.realmsbeyond.net/diablo/vlod7samurai.html
7 Samurai, Simplified
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I. Story (From the film)
A farming community is harried by rogue Ronin and bandits who prey upon the rice farmers. The farmers get their assets together (a bag of rice) and set out to hire some Samurai to defend them when the harvest, and hence bandit band, arrives. They are rebuffed by the out of work Ronin. The delegation, as they leave town, witness a Samurai who, disguised as a priest, rousts and executes a thief/kidnapper. Kembai Shimada does this deed for no pay other than two rice cakes, because it is The Right Thing To Do. Seven Samurai band together to save a village from marauding bandits because they are honorable Samurai cough broke cough!! The leader, Kembai Shimada, scrapes the bottom of the barrel and puts together his team. They end up enlisting the aid of the villagers to get the job done.
In this version, our band of samurai (may or may not total 7) wander from village to village, fighting evil where they find it. Sometimes they rally the people that live there and lead them to drive off the foes that beset them, while at other times they fight on behalf of the townsfolk without actually leading them into battle.
II. The Team
The team is intended to be composed entirely of Paladins -- however many can be scraped together. This is standard cooperative team play; items found within team games can be freely shared between team members, but twinking of items from outside the team is
disallowed. Muling of team items to team-specific mules, however, is fine. Team members should only party/adventure within the team, but soloing to catch up to the rest of the team in case of a missed session is acceptable.
One team member could be an Amazon Spearmaiden (note - no javelins!) For 'auras', she has available Inner Sight and Slow Missles. For 'combat skills', any spear-oriented Amazon skill applies. Expect a minimal investment (1-point) in any/all of the 6 Passive skills, and no Decoy or Valkyrie. Bowskills are right out!
One team member could be a melee assassin. However, claw class weapons are one-handed and thus disallowed. The following skills are acceptable: Tiger Strike, Cobra Strike, Phoenix Strike, Dragon Talon, Dragon Tail, Dragon Flight, Cloak of Shadows, Burst of Speed, Fade, Venom. Of these, only Cloak of Shadows is considered an aura, since it is the only skill that is in any sense sharable. All other assassin skills either require claws or are non-aura "ranged magic" of one form or another and so are excluded -- this is primarily a melee-oriented team variant.
One team member could be a Barbarian. "Aura" skills would be Shout, Battle Orders, Battle Command. Combat skills already have their own tree, though double swing, double throw, and frenzy all require 2 weapons at once and so are excluded -- using two 2H swords at once doesn't count! Everything else would be available at slvl 1+.
III. Stats and Skills
There are no restrictions on stat points. Skills, however, are restricted. We are not the best of the best, we are the best of the rest! A real samurai would not be so broke...
Holy Bolt, Blessed Hammer, Smite, Blessed Shield, Conversion, and Fist of Heavens are disallowed (except Smite only as a pre-req for Charge.)
Choose one primary combat skill, one primary aura, and one secondary combat skill or aura. Each of these can be raised to a maximum slvl of
10+items. All other skills cannot exceed
1+items. Yes, you will have a lot of skill points left over - deal with it.
IV. Equipment
Team pure, no twinking.
Weapon 1: Must be a 2-handed sword of some sort.
Weapon 2: Any sort of 2-handed weapon.
Hat: Caps, Skull caps, Helms, and Circlets (incl. exceptional/elite) are ok.
Armour, Glove, Belt, and Boot: All must be cloth/leather-based.
Jewellry & Charms: Whatever we can find is ok.
Gems & Jewels: Whatever we can find is ok.
NO USE of oskills or charges that involve castable minions, ranged damage magic, or shapechanges! Melee-oriented and other oskills are possible, and will be evaluated on a case-by-case basis. Cloak of Shadows from a Nadir hat, for instance, is acceptable, assuming there is no assassin in the team to cast it natively.
V. Mercenaries
We may only hire mercenaries from the current act. However, once a mercenary dies, he/she
stays dead. There is no mercenary resurrection, even to get their gear back -- hearken back to the days of Classic! And, once the pool of available mercs is dry for any given session, that's it until the next session. You can carry over a merc from one act to the next, but only until they die...