The Fourthcore Team Deathmatch is a contest of skill, wits, and luck. FTDM is about winning D&D.
Small teams of dungeoneers are pitted against each other in a no-holds-barred frenzy of carnage in a team-based, player-vs-player competition. The competition will consist of individual encounters called matches. Each match will last sixty (60) minutes.
At the end of every match, the number of dungeoneer deaths will be tallied, and the team with the least number of deaths will be declared the winner. In the case of a tie, a sudden death round will occur. Players will reroll initiative, act in the new initiative order, and claim victory with the next dungeoneer death. In the case of tournaments, the winners will proceed to the next match. Tournaments typically are ladder bracket style and consist of three different maps.
Terrain powers and hazards will be displayed on the Maps tab.
Fast, frantic play is encouraged. Any dungeoneer deemed to be stalling, delaying (including using the Delay or Ready actions), or in any way slowing the game will be killed ("gibbed") at the Dungeon Master's decree.
In each match, four numbered "respawn points" will be indicated. At the start of any dead character's turn, the dungeoneer will be restored to full hit points, full number of healing surges, all encounter powers and power points refreshed, all failed death saves removed, and teleported to either a random or determined respawn point (as per the map's terrain power). Although this Respawn power mimics the effects of a short rest, it is not considered a short rest.
Additionally, a dying character can choose kill themselves outright at the start of their turn in an effort to hasten their respawn.
A disadvantage exists in acting first in initiative order, as the dunegoneers spawn into the map one at a time during the first round. Hence initiative order is reversed; the dungoneer with the lowest initiative acting first and the dungeoneer with the highest initiative acting last, right before the dungeon master.
I have to think for Team-based PvP that we could come up with something better than this for MasterCraft.
-- Replace the insta-gib with self-inflicted Stress damage for Delay and Ready actions to more tactical choices
-- Perhaps no respawns, or cheat death 1/battle, or something...