Dew Cups

The Dew Cup tradition began several years ago amongst some of my gaming friends. The idea is to create the most powerful character possible under a given set of constraints, then beat the tar out of each other in grueling matches to the death.

The original Dew Cup: The pioneer competition was conducted using AD&D 2nd edition rules. I did not participate, though Jon and NOR did.

The second Dew Cup (2000): This Cup was a test of the newly released 3rd edition rules with 20th level characters. I got involved when I was asked to GM the Grand Melee event, an every-man-for-himself free-for-all. Eric’s monk won, though Vic’s sorcerer put up a good fight. Highlights:

PowerGame 2K1 (December 2001-January 2002): The next year, a Dew Cup-like event was arranged with 30th level characters (prior to the release of the Epic Level Handbook), but interest quickly died down and most matches were never finished. See the original PowerGame 2K1 site for complete rules, match results and other information. Highlights:

Dew Cup III (February-April 2003): Eventually we organized another Dew Cup, this time with 16th level characters and more splat books allowed. This Cup was informally dubbed the “Zoo Cup” do to its inclusion of several ways to possess a familiar, animal companion or other loyal creature. It also spawned the “no recursion” rule, for reasons clear from the highlights below. Though most matches were fought, several players’ lack of interest resulted in another early demise. See the original Dew Cup III site for complete rules, match results and other information. Highlights:

Jolt Cola Cup (13 March 2005): I pulled feats, items, classes and races from as many obscure d20 sources as I could find and compiled them into a packet, one copy of which was given to each participant. The event was a lot smoother than the Dew Cups have been because it took place over the course of a single day. I am considering doing something similar again in the future, since most people seemed to have had fun (I am also considering reusing the packets I made before, to cut down on preparation time and monetary costs). Highlights:

Dew Cup 4E (June-July 2008): Shortly after the 4th edition D&D rules were released, we played a 30th level Team Dew Cup. Four teams of four players each planned their strategies obsessively for over a month before battling for supremacy on an agreed arena, using every trick from the 4E Player’s Handbook and Monster Manual to their advantage. Highlights:


To what battle do we ride today, brothers?