Here’s the deal. Arena is basically DnD players fighting each other (with characters of course). Arena tournament is something I’m trying to do now, with quite some success. Players fight one another and earn points, and advance in a league, get tougher, earn money, buy bigger swords and keep fighting. But there’s more to it than that. It has no set time, players can compete on IRC in #adnd2 as long as they are online, and I am online. (Or another DM I have given permission to is online).
Fighting
So the main part is kicking each other apart. It’s as simple as it comes, you fight one another. There are a few types of combat however, league games are games for points and experience, duels are friendly fights, practice fights net experience but no points. Experience is earned as in the DMG, however losers will earn 1/4 of the experience they would have got for winning.
The league
The league is where players compete. Whoever is on top at the end of the month will earn some money, or a prize, or something. Winning a league game earns 3 points, a draw earns 2, a loss earns 1. Players can fight 3 league games a day.
Death
Death is obviously not permanent, otherwise nobody would last. Fights will usually end when a player is knocked out (0 or less hp), unless some kind of spell, or feat keeps them going. If they die in the arena, I may decide that experience can not be awarded, but I may not. I need some opinions on this. Our on hand clerics will revive the dead, but you should still avoid it :ah-ha!:
Summoning
Summoning allies, or taking companions (animals, familiars, mounts, etc.) into the arena is fine by now. If something happens were this becomes to powerful for players to have, some restrictions will be added.
Arenas
Rather than just fighting on boring old landscapes, the arena you fight in will differ to make things more interesting. I’m still coming up with ideas for this, but here are some ideas I have now.
Simple arena: Simple arena is a simple arena. Players fight on a flat, boring landscape.
Cave: A simple arena, only dark. Characters without darkvision or lanterns will suffer all the penalties for being in the dark.
Warehouse: The warehouse is an arena with various piles of boxes and barrels around the place, characters not be facing one another initially, so they’ll have the chance to hide, it’s also dark, for more fun.
The tank: The tank is a small arena, to make things more fun, the tank will slowly flood, meaning characters will need to swim to fight, and will slowly drown.
Clifftop: A small arena, but with no walls, so characters will be fighting for space and can be knocked off the edge to their doom!
Bridges: Small platforms are connected by long, rope bridges. Characters can be knocked off the bridges and platforms, or the bridges can be cut or burned.
Waterfall: This mixes clifftop and tank. A small fighting area surrounded by a river leading over a waterfall. Characters knocked into the water will have to swim and climb up onto the platforms again or be sucked down the waterfall.
Galleon: Fighting on the deck of a ship in a storm, characters must pass balance checks to fight, due to the rocking ship, and can be knocked into the sea, or hit by lightning.
Squeeze: Starting as a large arena, the walls of this one slowly move in to crush characters.
That’s a little brief for now… I’m still adding more.
Monsters
Characters can pay to fight monsters, in the hopes of winning money and gaining experience. I haven’t worked out prices for this yet but I will.
Gauntlets
Characters can run these gauntlets. They’re sorta like dungeons, with prizes at the end, making full use of your skills. Entering a gauntlet costs money though. I haven’t drawn any up yet, but I will. Oh, and when you finish a gauntlet, I change it a bit for the next player. Hehe.
Challenges
Challenges are sorta like mini-games with prizes. Usually money, maybe more. Some are for a single player, others need more players.
Joust: A horseback joust, characters ride horses at one another, and make attack rolls at one another, with blunt lances. Instead of dealing damage however, they add to the DC of the ride check required to remain mounted. If a character is knocked off his horse, then he loses, if two characters fall togethor, then it’s a tie. Horses and lances are provided. If characters have the equipment to joust properly, then damage is dealt as well as adding to the ride DC, if a character falls to 0 hp he falls off his horse.
Swarm: Characters fight wave after wave of weak monsters, gaining gold for defeating each one. The battle lasts until character is KO’d. XP is only gained for defeating one creature, which is the toughest creature the character killed. After each wave, 1d4 hp is regained. After 5 waves, all spells are restored. The first character to hit 30 monsters will be awarded some kinda prize too. From then on, whoever beats the high score will get that prize too.
Necromancers Graveyard: Here’s a good one. 2 or more characters in a graveyard fight undead, that randomly spawn from the ground.XP is gained for the toughest undead killed. Most undead will be skeletons and zombies, but sometimes ghouls and stuff will show up. They can elect different playing styles here.
Gold for bones. Characters compete to destroy as many undead as possible, up to 30. For each one destroyed the character earns 10 gold. If characters die then they miss 1 round of combat, then respawn on the spot of their death with full hp. If both die at the same time, then the game is over. XP is gained for the toughest undead killed. Most undead will be skeletons and zombies, but sometimes ghouls and stuff will show up.
Hook a skull. Each undead has a prize tagged onto it, whoever kills it gets that prize, similair to hook a duck. All the rules are the same as above.
And I think that’s that, for now. Current players are Rudora, YoungPaladin, Kor, Nero and Videospirit. If you wanna join, just tell me here. If you wanna suggest an arena or something, tell me here. Questions? Here. Anything goes here. Thanks. :victoly: