Hey y'all. I'm interested in writing an experimental PVP one shot. Here's the premise:
Characters from across the multiverses are pulled into a crevice between worlds. The creature that rules that domain has chosen to shape it to be a twisted version of Waterdeep, and the Old Laws permit him to draw in subjects from time to time to battle to the death, if he permits the two finalists to return home.
What are your thoughts on PvP? Do you have any tips of how to make it fun, and so that classes and subclasses who aren't combat-focused can utilize their skills? Like, what kinds of opportunities they'd have to use, say, animal handling or persuasion or something like that to their advantage? I watched the Zee Bashew video on YouTube about his favorite experience and liked some of the concepts he pointed out.
I really like the idea of PvP and think the idea is very creative I would just tell my players to make combat focused characters since it would be somewhat gladiatorial in setting just let them have at it you could add an enemy they have to fight together in the middle of the fight before they continue. For the utility classes add some stuff in the arena to set in fire or turn into a weapon maybe a pile of weapons or stuff for a utility caster to use animate objects on. For the skills for the skills relating it to people you can have them roll to reason with the enemy other ones could be to find weakness (perception, investigation and the like) from my experience players love showing off the martial prowess of their characters so let them run wild with it if some people are doing too well (being a super optimized build) give them a challenge they have to work around. With the higher levels I’d make sure they have some magic items otherwise do what you want sounds like a solid idea.
Thanks! Yeah that's a goal of mine, too. Make it so that skills that don't directly translate to damage output still can translate into you doing better. For example, in the Hunger Games, being good at running and jumping is important, but it also helps to know that those purple berries over there are terribly poisonous. Being proficient in Nature just may have saved your biscuit.
Hmm. That's a good idea. Put plants in the crevice between worlds, plenty of which are okay, and some of which are poisonous, and you have to succeed on Nature checks to know what's what.
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Hey y'all. I'm interested in writing an experimental PVP one shot. Here's the premise:
Characters from across the multiverses are pulled into a crevice between worlds. The creature that rules that domain has chosen to shape it to be a twisted version of Waterdeep, and the Old Laws permit him to draw in subjects from time to time to battle to the death, if he permits the two finalists to return home.
What are your thoughts on PvP? Do you have any tips of how to make it fun, and so that classes and subclasses who aren't combat-focused can utilize their skills? Like, what kinds of opportunities they'd have to use, say, animal handling or persuasion or something like that to their advantage? I watched the Zee Bashew video on YouTube about his favorite experience and liked some of the concepts he pointed out.
Characters would be either level 12 or level 16.
I really like the idea of PvP and think the idea is very creative I would just tell my players to make combat focused characters since it would be somewhat gladiatorial in setting just let them have at it you could add an enemy they have to fight together in the middle of the fight before they continue. For the utility classes add some stuff in the arena to set in fire or turn into a weapon maybe a pile of weapons or stuff for a utility caster to use animate objects on. For the skills for the skills relating it to people you can have them roll to reason with the enemy other ones could be to find weakness (perception, investigation and the like) from my experience players love showing off the martial prowess of their characters so let them run wild with it if some people are doing too well (being a super optimized build) give them a challenge they have to work around. With the higher levels I’d make sure they have some magic items otherwise do what you want sounds like a solid idea.
Thanks! Yeah that's a goal of mine, too. Make it so that skills that don't directly translate to damage output still can translate into you doing better. For example, in the Hunger Games, being good at running and jumping is important, but it also helps to know that those purple berries over there are terribly poisonous. Being proficient in Nature just may have saved your biscuit.
Hmm. That's a good idea. Put plants in the crevice between worlds, plenty of which are okay, and some of which are poisonous, and you have to succeed on Nature checks to know what's what.