Tournament idea: the lazy apprentice Thought I'd throw this out there for some feedback first. This started as an idea for a new build, and then it occurred to me that it might be nice to invite others to participate in my madness. The key idea is to play an "apprentice" character, who through laziness has never bothered to extend themselves beyond basic knowledge of their craft. They are perfectly happy to master the basics,and leave it at that. Translated, this means playing a character who uses only those skills available at level 1. I may be persuaded to be nice and allow the level 6 skills as well, but I prefer sticking to level 1. I'm thinking of allowing higher level skills to be invested in purely as synergies. This is perfectly wonderful if you enjoy being a Dentist, not so if you like chucking magic hammers around or doing lovely little pirouettes with long pointy weapons. A suggested list of rules: 1. SC. Points awarded for way points activated, players setting used to complete an act, areas cleared. Points deducted for dying, re-runs, escaping a battle. 2. Untwinked, muling off allowed (if you happen to find Tyrael's Might or a Zod), but not muling on. 3. RRM and RWM ok. 4. Re-runs allowed for a points penalty. 5. You can equip and use any item you buy or find at your pleasure. 5a. Exception - if an item grants a passive skill that is not a level 1 skill, it may not be used (e.g. Iron Skin). Skill charges are ok if not used. 5b. Possible exception - if an item gives ctc a non-level-1 skill, it may not be used. 5c. Clarification - if an item grants a non level 1 skill (e.g. Trang Oul's complete set), these skills may not be used. 5d. You may use a level 1 skill from another class if granted by an item. 6. Full clears not required. Bonus points awarded for full clears and quest completion. 7. You may only ever use a skill available at level 1. List of level 1 skills: Ama: Jab, Inner Sight, Critical Strike, Magic Arrow, Fire Arrow. Ass: Tiger Strike, Dragon Talon, Claw Mastery, Psychic Hammer, Fire Blast. Bar: Howl, Find Potion, Sword Mastery, Axe Mastery, Mace Mastery, Bash. Dru: Firestorm, Werewolf, Lycanthropy, Ravens, Poison Creeper. Nec: Raise Skeleton, Skeleton Mastery, Teeth, Bone Armor, Amplify Damage. Pal: Prayer, Resist Fire, Might, Sacrifice, Smite. Sor: Ice Bolt, Frozen Armor, Charged Bolt, Fire Bolt, Warmth. 7a. The following skills are allowed points purely as a synergy (they may never be used). One point may be placed in any prerequisite for these synergy skills: Ama: Exploding Arrow (for Fire Arrow). Ass: Shock Web, Charged Bolt Sentry, Wake of Fire, Lightning Sentry, Wake of Inferno, Death Sentry (for Fire Blast). Bar: Stun, Concentrate (for Bash). Dru: Molten Boulder, Fissure (for Firestorm). Nec: Summon Resist (for Raise Skeleton); Bone Wall, Bone Prison (for Teeth and Bone Armor); Bone Spear, Bone Spirit (for Teeth). Pal: Redemption, Fanaticism (for Sacrifice). Sor: Frost Nova, Ice Blast, Glacial Spike, Blizzard, Frozen Orb, Cold Mastery (for Ice Bolt); Shiver Armor, Chilling Armor (for Frozen Armor); Lightning, Lightning Mastery (for Charged Bolt); Fireball, Meteor (for Firebolt). 8. Anything I've forgotten. Let me know what you think, especially regarding any particular class being advantaged or disadvantaged by their limited skill choices.