Wow, I got a bad roll then I got an two awesome rolls. This is tough. This is very, very tough.
Also, uh, Gibber, I just thought about something. In between fights, Spellcasters regain all spells slots, right? SO that puts Warlocks at a disadvantage, and basically means that people are going to nuke each other with Meteor Shower. Also, very few martia classes will happen then.
Alternatively, how about it's a Short Rest in between battles? Maybe it goes: Battle, Short Rest, Battle, Short Rest, Battle, Long Rest. Just so that it's more balanced.
One more thing: If you choose to do this, then you should ignore it in the prelims. Just a Long Rest after each battle.
The point is it’s one build versus another, with both builds at full strength, otherwise you’re benefitting from how well someone else did - and that’s just luck based, which isn’t particularly fair since it’s totally outside of your control.
If martials don’t happen it’ll be because of the lack of magic items - martials need those to compare with casters a lot of the time. Also, casters just outclass martials anyway. Side note - meteor swarm only does an average of 70 damage of a commonly resisted damage type plus 70 bludgeoning to a single target, which isn’t enough to consistently kill high level casters, never mind martials.
Warlocks aren’t good in player-versus-player combat anyway, because they’re all rounders in a system that rewards specialisation - even in the system of short rests and long rests you suggested I’m not going to be playing a warlock, because it’s just unwise. I’m unsure how much experience you have with player-versus-player builds, but creating a system that means spellcasters need to conserve their spell slots doesn’t help martials very much because martials can’t heal effectively over a short rest and as a result won’t be able to deal with another martial or a spellcaster, which circles back to my earlier point - it means the build you fought previously matters just as much as the build you’re fighting then, which means you’re not winning on your own merit.
Wow, I got a bad roll then I got an two awesome rolls. This is tough. This is very, very tough.
Also, uh, Gibber, I just thought about something. In between fights, Spellcasters regain all spells slots, right? SO that puts Warlocks at a disadvantage, and basically means that people are going to nuke each other with Meteor Shower. Also, very few martia classes will happen then.
Alternatively, how about it's a Short Rest in between battles? Maybe it goes: Battle, Short Rest, Battle, Short Rest, Battle, Long Rest. Just so that it's more balanced.
One more thing: If you choose to do this, then you should ignore it in the prelims. Just a Long Rest after each battle.
The point is it’s one build versus another, with both builds at full strength, otherwise you’re benefitting from how well someone else did - and that’s just luck based, which isn’t particularly fair since it’s totally outside of your control.
If martials don’t happen it’ll be because of the lack of magic items - martials need those to compare with casters a lot of the time. Also, casters just outclass martials anyway. Side note - meteor swarm only does an average of 70 damage of a commonly resisted damage type plus 70 bludgeoning to a single target, which isn’t enough to consistently kill high level casters, never mind martials.
Warlocks aren’t good in player-versus-player combat anyway, because they’re all rounders in a system that rewards specialisation - even in the system of short rests and long rests you suggested I’m not going to be playing a warlock, because it’s just unwise. I’m unsure how much experience you have with player-versus-player builds, but creating a system that means spellcasters need to conserve their spell slots doesn’t help martials very much because martials can’t heal effectively over a short rest and as a result won’t be able to deal with another martial or a spellcaster, which circles back to my earlier point - it means the build you fought previously matters just as much as the build you’re fighting then, which means you’re not winning on your own merit.
Wow, I got a bad roll then I got an two awesome rolls. This is tough. This is very, very tough.
Also, uh, Gibber, I just thought about something. In between fights, Spellcasters regain all spells slots, right? SO that puts Warlocks at a disadvantage, and basically means that people are going to nuke each other with Meteor Shower. Also, very few martia classes will happen then.
Alternatively, how about it's a Short Rest in between battles? Maybe it goes: Battle, Short Rest, Battle, Short Rest, Battle, Long Rest. Just so that it's more balanced.
One more thing: If you choose to do this, then you should ignore it in the prelims. Just a Long Rest after each battle.
The point is it’s one build versus another, with both builds at full strength, otherwise you’re benefitting from how well someone else did - and that’s just luck based, which isn’t particularly fair since it’s totally outside of your control.
If martials don’t happen it’ll be because of the lack of magic items - martials need those to compare with casters a lot of the time. Also, casters just outclass martials anyway. Side note - meteor swarm only does an average of 70 damage of a commonly resisted damage type plus 70 bludgeoning to a single target, which isn’t enough to consistently kill high level casters, never mind martials.
Warlocks aren’t good in player-versus-player combat anyway, because they’re all rounders in a system that rewards specialisation - even in the system of short rests and long rests you suggested I’m not going to be playing a warlock, because it’s just unwise. I’m unsure how much experience you have with player-versus-player builds, but creating a system that means spellcasters need to conserve their spell slots doesn’t help martials very much because martials can’t heal effectively over a short rest and as a result won’t be able to deal with another martial or a spellcaster, which circles back to my earlier point - it means the build you fought previously matters just as much as the build you’re fighting then, which means you’re not winning on your own merit.
Wait so we get all of our stuff back?
Maybe. I'll think about it later, feel horrible rn (physically, although it definitely doesn't put me in a good mood either).
Wow, I got a bad roll then I got an two awesome rolls. This is tough. This is very, very tough.
Also, uh, Gibber, I just thought about something. In between fights, Spellcasters regain all spells slots, right? SO that puts Warlocks at a disadvantage, and basically means that people are going to nuke each other with Meteor Shower. Also, very few martia classes will happen then.
Alternatively, how about it's a Short Rest in between battles? Maybe it goes: Battle, Short Rest, Battle, Short Rest, Battle, Long Rest. Just so that it's more balanced.
One more thing: If you choose to do this, then you should ignore it in the prelims. Just a Long Rest after each battle.
The point is it’s one build versus another, with both builds at full strength, otherwise you’re benefitting from how well someone else did - and that’s just luck based, which isn’t particularly fair since it’s totally outside of your control.
If martials don’t happen it’ll be because of the lack of magic items - martials need those to compare with casters a lot of the time. Also, casters just outclass martials anyway. Side note - meteor swarm only does an average of 70 damage of a commonly resisted damage type plus 70 bludgeoning to a single target, which isn’t enough to consistently kill high level casters, never mind martials.
Warlocks aren’t good in player-versus-player combat anyway, because they’re all rounders in a system that rewards specialisation - even in the system of short rests and long rests you suggested I’m not going to be playing a warlock, because it’s just unwise. I’m unsure how much experience you have with player-versus-player builds, but creating a system that means spellcasters need to conserve their spell slots doesn’t help martials very much because martials can’t heal effectively over a short rest and as a result won’t be able to deal with another martial or a spellcaster, which circles back to my earlier point - it means the build you fought previously matters just as much as the build you’re fighting then, which means you’re not winning on your own merit.
Wait so we get all of our stuff back?
Maybe. I'll think about it later, feel horrible rn (physically, although it definitely doesn't put me in a good mood either).
What's wrong?
Rollback Post to RevisionRollBack
Gerdeen Island: a Pokemon themed tavern, meant to simulate the mundane parts of real life.
Wow, I got a bad roll then I got an two awesome rolls. This is tough. This is very, very tough.
Also, uh, Gibber, I just thought about something. In between fights, Spellcasters regain all spells slots, right? SO that puts Warlocks at a disadvantage, and basically means that people are going to nuke each other with Meteor Shower. Also, very few martia classes will happen then.
Alternatively, how about it's a Short Rest in between battles? Maybe it goes: Battle, Short Rest, Battle, Short Rest, Battle, Long Rest. Just so that it's more balanced.
One more thing: If you choose to do this, then you should ignore it in the prelims. Just a Long Rest after each battle.
The point is it’s one build versus another, with both builds at full strength, otherwise you’re benefitting from how well someone else did - and that’s just luck based, which isn’t particularly fair since it’s totally outside of your control.
If martials don’t happen it’ll be because of the lack of magic items - martials need those to compare with casters a lot of the time. Also, casters just outclass martials anyway. Side note - meteor swarm only does an average of 70 damage of a commonly resisted damage type plus 70 bludgeoning to a single target, which isn’t enough to consistently kill high level casters, never mind martials.
Warlocks aren’t good in player-versus-player combat anyway, because they’re all rounders in a system that rewards specialisation - even in the system of short rests and long rests you suggested I’m not going to be playing a warlock, because it’s just unwise. I’m unsure how much experience you have with player-versus-player builds, but creating a system that means spellcasters need to conserve their spell slots doesn’t help martials very much because martials can’t heal effectively over a short rest and as a result won’t be able to deal with another martial or a spellcaster, which circles back to my earlier point - it means the build you fought previously matters just as much as the build you’re fighting then, which means you’re not winning on your own merit.
Wait so we get all of our stuff back?
Maybe. I'll think about it later, feel horrible rn (physically, although it definitely doesn't put me in a good mood either).
What's wrong?
I think i might be sick. Not sure, but I'm gonna stay home and rest instead of going to a thing tonight just to be safe.
Wow, I got a bad roll then I got an two awesome rolls. This is tough. This is very, very tough.
Also, uh, Gibber, I just thought about something. In between fights, Spellcasters regain all spells slots, right? SO that puts Warlocks at a disadvantage, and basically means that people are going to nuke each other with Meteor Shower. Also, very few martia classes will happen then.
Alternatively, how about it's a Short Rest in between battles? Maybe it goes: Battle, Short Rest, Battle, Short Rest, Battle, Long Rest. Just so that it's more balanced.
One more thing: If you choose to do this, then you should ignore it in the prelims. Just a Long Rest after each battle.
The point is it’s one build versus another, with both builds at full strength, otherwise you’re benefitting from how well someone else did - and that’s just luck based, which isn’t particularly fair since it’s totally outside of your control.
If martials don’t happen it’ll be because of the lack of magic items - martials need those to compare with casters a lot of the time. Also, casters just outclass martials anyway. Side note - meteor swarm only does an average of 70 damage of a commonly resisted damage type plus 70 bludgeoning to a single target, which isn’t enough to consistently kill high level casters, never mind martials.
Warlocks aren’t good in player-versus-player combat anyway, because they’re all rounders in a system that rewards specialisation - even in the system of short rests and long rests you suggested I’m not going to be playing a warlock, because it’s just unwise. I’m unsure how much experience you have with player-versus-player builds, but creating a system that means spellcasters need to conserve their spell slots doesn’t help martials very much because martials can’t heal effectively over a short rest and as a result won’t be able to deal with another martial or a spellcaster, which circles back to my earlier point - it means the build you fought previously matters just as much as the build you’re fighting then, which means you’re not winning on your own merit.
Wait so we get all of our stuff back?
Maybe. I'll think about it later, feel horrible rn (physically, although it definitely doesn't put me in a good mood either).
What's wrong?
I think i might be sick. Not sure, but I'm gonna stay home and rest instead of going to a thing tonight just to be safe.
Please click on the spoilers, though in one of the spoilers it says:
No magic items to start out with, but an emphasis on to start out. You can request them in advance (anything but artifacts) and they will drop at a random point in time and at a random point in the arena. It will always be at a point between you and your opponent, as whoever gets it first can use it. (For this purpose, it can't be anything with a limit that keeps your opponent from using it, such as specific class requirements or it simply being an item your opponent wouldn't be able to use effectively). Magic items will be attuned to automatically by whoever reaches them first, and items like armor take only one turn to equip.Additionally, similar drops will happen with things like potions of healing and other buffs.
Alright folks, I've made some arena concepts. These are not all of them (probably will be like at least more than 2 times of them in fact), and these are not necessarily the final versions in any way. I'm just throwing out some ideas here and looking for feedback before I make all the others and possibly your own ideas if you have any. (Also, I'll definitely have to at least make maps for some of the more complicated ones as well).
Colosseum (Default Arena). Nothing special, the most boring option but it exists. 60 by 60 feet square.
Abandoned Cove. Every 2 rounds, the tide rises or sinks. This doesn't sound that bad at first, until you realize the water is filled with HUNGRY PIRANHAS MWAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA. Any player that is in the water takes (some amount) of piercing as the little guys bite at the contestants' ankles. There are bridges above that you can climb up to with a ladder, but each plank has only 15 health before breaking. A more reliable option is small mini-islands that don't get submerged at any time, but they are, as mentioned before, rather small (probably like 15 by 15 feet at most).
Additionally, magic items are stolen by the piranhas when they haven't been taken by contestants yet. (For this purpose, they will always be dropped when the tide sinks.)
I Believe I Can Fly. Makeshift wings are attached to the contestant's backs, giving them a flying speed equal to their walking speed (unless if they already have one). They then are placed in an endless sky with no boundaries or limits.
Tower's Peak. The tower is 100 feet wide/long and very, very high up (200 feet specifically). Whenever you deal damage on an attack or spell that doesn't already deal knockback to the target, you can choose to do so with said knockback being equal to the amount of damage done (knockback meaning away from you, and it can't be into the ground or upward). Any creature that falls off the tower has one turn to make it back up, otherwise instantly taking the 20d6 fall damage and being teleported back up.
Engine Powered Steamboat. There is an engine with 100 hit points keeping the ship afloat. One contestant will be given the goal to destroy it to win, while the other will always respawn 2 rounds after being killed and be given the goal to kill the attacker before they can destroy the engine. (In the event of a tie in ranking, it will be determined randomly.)
And that's all so far. I feel like a problem of mine is sometimes I get so carried away with flavor that I lose balance in the process, so feel free to call me out on that.
...The first option is quite literally a colloseum. They're not the exact same but still. (Although looking into it, some of the things they did could be their own arenas.)
Alright folks, I've made some arena concepts. These are not all of them (probably will be like at least more than 2 times of them in fact), and these are not necessarily the final versions in any way. I'm just throwing out some ideas here and looking for feedback before I make all the others and possibly your own ideas if you have any. (Also, I'll definitely have to at least make maps for some of the more complicated ones as well).
Colosseum (Default Arena). Nothing special, the most boring option but it exists. 60 by 60 feet square.
Abandoned Cove. Every 2 rounds, the tide rises or sinks. This doesn't sound that bad at first, until you realize the water is filled with HUNGRY PIRANHAS MWAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA. Any player that is in the water takes (some amount) of piercing as the little guys bite at the contestants' ankles. There are bridges above that you can climb up to with a ladder, but each plank has only 15 health before breaking. A more reliable option is small mini-islands that don't get submerged at any time, but they are, as mentioned before, rather small (probably like 15 by 15 feet at most).
Additionally, magic items are stolen by the piranhas when they haven't been taken by contestants yet. (For this purpose, they will always be dropped when the tide sinks.)
I Believe I Can Fly. Makeshift wings are attached to the contestant's backs, giving them a flying speed equal to their walking speed (unless if they already have one). They then are placed in an endless sky with no boundaries or limits.
Tower's Peak. The tower is 100 feet wide/long and very, very high up (200 feet specifically). Whenever you deal damage on an attack or spell that doesn't already deal knockback to the target, you can choose to do so with said knockback being equal to the amount of damage done (knockback meaning away from you, and it can't be into the ground or upward). Any creature that falls off the tower has one turn to make it back up, otherwise instantly taking the 20d6 fall damage and being teleported back up.
Engine Powered Steamboat. There is an engine with 100 hit points keeping the ship afloat. One contestant will be given the goal to destroy it to win, while the other will always respawn 2 rounds after being killed and be given the goal to kill the attacker before they can destroy the engine. (In the event of a tie in ranking, it will be determined randomly.)
And that's all so far. I feel like a problem of mine is sometimes I get so carried away with flavor that I lose balance in the process, so feel free to call me out on that.
These all look great! The only thing I’d change is saying that for the Tower’s Peak, the spell needs to have a duration of instantaneous. Otherwise you could just cast spike growth and never allow someone to move again.
Alright folks, I've made some arena concepts. These are not all of them (probably will be like at least more than 2 times of them in fact), and these are not necessarily the final versions in any way. I'm just throwing out some ideas here and looking for feedback before I make all the others and possibly your own ideas if you have any. (Also, I'll definitely have to at least make maps for some of the more complicated ones as well).
Colosseum (Default Arena). Nothing special, the most boring option but it exists. 60 by 60 feet square.
Abandoned Cove. Every 2 rounds, the tide rises or sinks. This doesn't sound that bad at first, until you realize the water is filled with HUNGRY PIRANHAS MWAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA. Any player that is in the water takes (some amount) of piercing as the little guys bite at the contestants' ankles. There are bridges above that you can climb up to with a ladder, but each plank has only 15 health before breaking. A more reliable option is small mini-islands that don't get submerged at any time, but they are, as mentioned before, rather small (probably like 15 by 15 feet at most).
Additionally, magic items are stolen by the piranhas when they haven't been taken by contestants yet. (For this purpose, they will always be dropped when the tide sinks.)
I Believe I Can Fly. Makeshift wings are attached to the contestant's backs, giving them a flying speed equal to their walking speed (unless if they already have one). They then are placed in an endless sky with no boundaries or limits.
Tower's Peak. The tower is 100 feet wide/long and very, very high up (200 feet specifically). Whenever you deal damage on an attack or spell that doesn't already deal knockback to the target, you can choose to do so with said knockback being equal to the amount of damage done (knockback meaning away from you, and it can't be into the ground or upward). Any creature that falls off the tower has one turn to make it back up, otherwise instantly taking the 20d6 fall damage and being teleported back up.
Engine Powered Steamboat. There is an engine with 100 hit points keeping the ship afloat. One contestant will be given the goal to destroy it to win, while the other will always respawn 2 rounds after being killed and be given the goal to kill the attacker before they can destroy the engine. (In the event of a tie in ranking, it will be determined randomly.)
And that's all so far. I feel like a problem of mine is sometimes I get so carried away with flavor that I lose balance in the process, so feel free to call me out on that.
These all look great! The only thing I’d change is saying that for the Tower’s Peak, the spell needs to have a duration of instantaneous. Otherwise you could just cast spike growth and never allow someone to move again.
Good point, I'll add that and then add all of them to a list.
Alright folks, I've made some arena concepts. These are not all of them (probably will be like at least more than 2 times of them in fact), and these are not necessarily the final versions in any way. I'm just throwing out some ideas here and looking for feedback before I make all the others and possibly your own ideas if you have any. (Also, I'll definitely have to at least make maps for some of the more complicated ones as well).
Colosseum (Default Arena). Nothing special, the most boring option but it exists. 60 by 60 feet square.
Abandoned Cove. Every 2 rounds, the tide rises or sinks. This doesn't sound that bad at first, until you realize the water is filled with HUNGRY PIRANHAS MWAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA. Any player that is in the water takes (some amount) of piercing as the little guys bite at the contestants' ankles. There are bridges above that you can climb up to with a ladder, but each plank has only 15 health before breaking. A more reliable option is small mini-islands that don't get submerged at any time, but they are, as mentioned before, rather small (probably like 15 by 15 feet at most).
Additionally, magic items are stolen by the piranhas when they haven't been taken by contestants yet. (For this purpose, they will always be dropped when the tide sinks.)
I Believe I Can Fly. Makeshift wings are attached to the contestant's backs, giving them a flying speed equal to their walking speed (unless if they already have one). They then are placed in an endless sky with no boundaries or limits.
Tower's Peak. The tower is 100 feet wide/long and very, very high up (200 feet specifically). Whenever you deal damage on an attack or spell that doesn't already deal knockback to the target, you can choose to do so with said knockback being equal to the amount of damage done (knockback meaning away from you, and it can't be into the ground or upward). Any creature that falls off the tower has one turn to make it back up, otherwise instantly taking the 20d6 fall damage and being teleported back up.
Engine Powered Steamboat. There is an engine with 100 hit points keeping the ship afloat. One contestant will be given the goal to destroy it to win, while the other will always respawn 2 rounds after being killed and be given the goal to kill the attacker before they can destroy the engine. (In the event of a tie in ranking, it will be determined randomly.)
And that's all so far. I feel like a problem of mine is sometimes I get so carried away with flavor that I lose balance in the process, so feel free to call me out on that.
These all look great! The only thing I’d change is saying that for the Tower’s Peak, the spell needs to have a duration of instantaneous. Otherwise you could just cast spike growth and never allow someone to move again.
Good point, I'll add that and then add all of them to a map list.
I would allow you to just add preexisting knockback to the knockback from the damage, rather than getting neither.
Rollback Post to RevisionRollBack
"Nothing goes over my head. My reflexes are to fast: I would catch it."
"I cannot comment on an ongoing investigation."
"Well of course I know that. What else is there? A kitten?"
"You'd like to think that, Wouldn't you?"
"A duck."
"What do you mean? An African or European swallow?"
Alright folks, I've made some arena concepts. These are not all of them (probably will be like at least more than 2 times of them in fact), and these are not necessarily the final versions in any way. I'm just throwing out some ideas here and looking for feedback before I make all the others and possibly your own ideas if you have any. (Also, I'll definitely have to at least make maps for some of the more complicated ones as well).
Colosseum (Default Arena). Nothing special, the most boring option but it exists. 60 by 60 feet square.
Abandoned Cove. Every 2 rounds, the tide rises or sinks. This doesn't sound that bad at first, until you realize the water is filled with HUNGRY PIRANHAS MWAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA. Any player that is in the water takes (some amount) of piercing as the little guys bite at the contestants' ankles. There are bridges above that you can climb up to with a ladder, but each plank has only 15 health before breaking. A more reliable option is small mini-islands that don't get submerged at any time, but they are, as mentioned before, rather small (probably like 15 by 15 feet at most).
Additionally, magic items are stolen by the piranhas when they haven't been taken by contestants yet. (For this purpose, they will always be dropped when the tide sinks.)
I Believe I Can Fly. Makeshift wings are attached to the contestant's backs, giving them a flying speed equal to their walking speed (unless if they already have one). They then are placed in an endless sky with no boundaries or limits.
Tower's Peak. The tower is 100 feet wide/long and very, very high up (200 feet specifically). Whenever you deal damage on an attack or spell that doesn't already deal knockback to the target, you can choose to do so with said knockback being equal to the amount of damage done (knockback meaning away from you, and it can't be into the ground or upward). Any creature that falls off the tower has one turn to make it back up, otherwise instantly taking the 20d6 fall damage and being teleported back up.
Engine Powered Steamboat. There is an engine with 100 hit points keeping the ship afloat. One contestant will be given the goal to destroy it to win, while the other will always respawn 2 rounds after being killed and be given the goal to kill the attacker before they can destroy the engine. (In the event of a tie in ranking, it will be determined randomly.)
And that's all so far. I feel like a problem of mine is sometimes I get so carried away with flavor that I lose balance in the process, so feel free to call me out on that.
These all look great! The only thing I’d change is saying that for the Tower’s Peak, the spell needs to have a duration of instantaneous. Otherwise you could just cast spike growth and never allow someone to move again.
Good point, I'll add that and then add all of them to a map list.
I would allow you to just add preexisting knockback to the knockback from the damage, rather than getting neither.
Tbh I'm kinda confused on what you mean by this, I'm probably just stupid but could you elaborate further?
Alright folks, I've made some arena concepts. These are not all of them (probably will be like at least more than 2 times of them in fact), and these are not necessarily the final versions in any way. I'm just throwing out some ideas here and looking for feedback before I make all the others and possibly your own ideas if you have any. (Also, I'll definitely have to at least make maps for some of the more complicated ones as well).
Colosseum (Default Arena). Nothing special, the most boring option but it exists. 60 by 60 feet square.
Abandoned Cove. Every 2 rounds, the tide rises or sinks. This doesn't sound that bad at first, until you realize the water is filled with HUNGRY PIRANHAS MWAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA. Any player that is in the water takes (some amount) of piercing as the little guys bite at the contestants' ankles. There are bridges above that you can climb up to with a ladder, but each plank has only 15 health before breaking. A more reliable option is small mini-islands that don't get submerged at any time, but they are, as mentioned before, rather small (probably like 15 by 15 feet at most).
Additionally, magic items are stolen by the piranhas when they haven't been taken by contestants yet. (For this purpose, they will always be dropped when the tide sinks.)
I Believe I Can Fly. Makeshift wings are attached to the contestant's backs, giving them a flying speed equal to their walking speed (unless if they already have one). They then are placed in an endless sky with no boundaries or limits.
Tower's Peak. The tower is 100 feet wide/long and very, very high up (200 feet specifically). Whenever you deal damage on an attack or spell that doesn't already deal knockback to the target, you can choose to do so with said knockback being equal to the amount of damage done (knockback meaning away from you, and it can't be into the ground or upward). Any creature that falls off the tower has one turn to make it back up, otherwise instantly taking the 20d6 fall damage and being teleported back up.
Engine Powered Steamboat. There is an engine with 100 hit points keeping the ship afloat. One contestant will be given the goal to destroy it to win, while the other will always respawn 2 rounds after being killed and be given the goal to kill the attacker before they can destroy the engine. (In the event of a tie in ranking, it will be determined randomly.)
And that's all so far. I feel like a problem of mine is sometimes I get so carried away with flavor that I lose balance in the process, so feel free to call me out on that.
These all look great! The only thing I’d change is saying that for the Tower’s Peak, the spell needs to have a duration of instantaneous. Otherwise you could just cast spike growth and never allow someone to move again.
Good point, I'll add that and then add all of them to a map list.
I would allow you to just add preexisting knockback to the knockback from the damage, rather than getting neither.
Tbh I'm kinda confused on what you mean by this, I'm probably just stupid but could you elaborate further?
For tower's peak, you wrote "Whenever you deal damage on an attack or spell that doesn't already deal knockback to the target..." I don't think it makes sense to not fully allow knockback effects and spells in the one instance they'd be most effective.
Rollback Post to RevisionRollBack
"Nothing goes over my head. My reflexes are to fast: I would catch it."
"I cannot comment on an ongoing investigation."
"Well of course I know that. What else is there? A kitten?"
"You'd like to think that, Wouldn't you?"
"A duck."
"What do you mean? An African or European swallow?"
Alright folks, I've made some arena concepts. These are not all of them (probably will be like at least more than 2 times of them in fact), and these are not necessarily the final versions in any way. I'm just throwing out some ideas here and looking for feedback before I make all the others and possibly your own ideas if you have any. (Also, I'll definitely have to at least make maps for some of the more complicated ones as well).
Colosseum (Default Arena). Nothing special, the most boring option but it exists. 60 by 60 feet square.
Abandoned Cove. Every 2 rounds, the tide rises or sinks. This doesn't sound that bad at first, until you realize the water is filled with HUNGRY PIRANHAS MWAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA. Any player that is in the water takes (some amount) of piercing as the little guys bite at the contestants' ankles. There are bridges above that you can climb up to with a ladder, but each plank has only 15 health before breaking. A more reliable option is small mini-islands that don't get submerged at any time, but they are, as mentioned before, rather small (probably like 15 by 15 feet at most).
Additionally, magic items are stolen by the piranhas when they haven't been taken by contestants yet. (For this purpose, they will always be dropped when the tide sinks.)
I Believe I Can Fly. Makeshift wings are attached to the contestant's backs, giving them a flying speed equal to their walking speed (unless if they already have one). They then are placed in an endless sky with no boundaries or limits.
Tower's Peak. The tower is 100 feet wide/long and very, very high up (200 feet specifically). Whenever you deal damage on an attack or spell that doesn't already deal knockback to the target, you can choose to do so with said knockback being equal to the amount of damage done (knockback meaning away from you, and it can't be into the ground or upward). Any creature that falls off the tower has one turn to make it back up, otherwise instantly taking the 20d6 fall damage and being teleported back up.
Engine Powered Steamboat. There is an engine with 100 hit points keeping the ship afloat. One contestant will be given the goal to destroy it to win, while the other will always respawn 2 rounds after being killed and be given the goal to kill the attacker before they can destroy the engine. (In the event of a tie in ranking, it will be determined randomly.)
And that's all so far. I feel like a problem of mine is sometimes I get so carried away with flavor that I lose balance in the process, so feel free to call me out on that.
These all look great! The only thing I’d change is saying that for the Tower’s Peak, the spell needs to have a duration of instantaneous. Otherwise you could just cast spike growth and never allow someone to move again.
Good point, I'll add that and then add all of them to a map list.
I would allow you to just add preexisting knockback to the knockback from the damage, rather than getting neither.
Tbh I'm kinda confused on what you mean by this, I'm probably just stupid but could you elaborate further?
For tower's peak, you wrote "Whenever you deal damage on an attack or spell that doesn't already deal knockback to the target..." I don't think it makes sense to not fully allow knockback effects and spells in the one instance they'd be most effective.
Ah. I got confused because you said neither, since you would still have the pre-existing knockback. That is fair, I'll change that.
Thanks for understanding.
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The point is it’s one build versus another, with both builds at full strength, otherwise you’re benefitting from how well someone else did - and that’s just luck based, which isn’t particularly fair since it’s totally outside of your control.
If martials don’t happen it’ll be because of the lack of magic items - martials need those to compare with casters a lot of the time. Also, casters just outclass martials anyway. Side note - meteor swarm only does an average of 70 damage of a commonly resisted damage type plus 70 bludgeoning to a single target, which isn’t enough to consistently kill high level casters, never mind martials.
Warlocks aren’t good in player-versus-player combat anyway, because they’re all rounders in a system that rewards specialisation - even in the system of short rests and long rests you suggested I’m not going to be playing a warlock, because it’s just unwise. I’m unsure how much experience you have with player-versus-player builds, but creating a system that means spellcasters need to conserve their spell slots doesn’t help martials very much because martials can’t heal effectively over a short rest and as a result won’t be able to deal with another martial or a spellcaster, which circles back to my earlier point - it means the build you fought previously matters just as much as the build you’re fighting then, which means you’re not winning on your own merit.
I can’t remember what’s supposed to go here.
Wait so we get all of our stuff back?
Sig but long ^w^
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Maybe. I'll think about it later, feel horrible rn (physically, although it definitely doesn't put me in a good mood either).
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What's wrong?
Gerdeen Island: a Pokemon themed tavern, meant to simulate the mundane parts of real life.
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I think i might be sick. Not sure, but I'm gonna stay home and rest instead of going to a thing tonight just to be safe.
Hello! I am a perfectly sane gibberer. Hi! :D
A mysterious link of chain... (Extended signature). PRAISE JEFF THE EVIL ROOMBA! REALLY cool video.
One of the Warlock Patrons on the forums. Low, low price of your soul, your firstborn child and your liver!
Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
Okay. Hope ya get well soon mate
Sig but long ^w^
Gulpmissle Day, Saturday, Feburay 15th, 2025 (They still alive, but banished to being a lurker now)
💛🤍💜🖤 🩷💛💙
Henlo, I am a pan, NB, chaotic ADHD mess of a furry. Also, I have a lil bean on a thread. That bean is named Ace, here is the thread
*Like I said on LCW, I feel a lot better now after sleeping a (gp) ton of time.
I think it'll just be a long rest between battles.*
Hello! I am a perfectly sane gibberer. Hi! :D
A mysterious link of chain... (Extended signature). PRAISE JEFF THE EVIL ROOMBA! REALLY cool video.
One of the Warlock Patrons on the forums. Low, low price of your soul, your firstborn child and your liver!
Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
*YESSS!!!! 4 LIVES EVERY ROUND FOR ME!!!!*
Sig but long ^w^
Gulpmissle Day, Saturday, Feburay 15th, 2025 (They still alive, but banished to being a lurker now)
💛🤍💜🖤 🩷💛💙
Henlo, I am a pan, NB, chaotic ADHD mess of a furry. Also, I have a lil bean on a thread. That bean is named Ace, here is the thread
Do we get magic items?
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Please click on the spoilers, though in one of the spoilers it says:
No magic items to start out with, but an emphasis on to start out. You can request them in advance (anything but artifacts) and they will drop at a random point in time and at a random point in the arena. It will always be at a point between you and your opponent, as whoever gets it first can use it. (For this purpose, it can't be anything with a limit that keeps your opponent from using it, such as specific class requirements or it simply being an item your opponent wouldn't be able to use effectively). Magic items will be attuned to automatically by whoever reaches them first, and items like armor take only one turn to equip.Additionally, similar drops will happen with things like potions of healing and other buffs.
Sig but long ^w^
Gulpmissle Day, Saturday, Feburay 15th, 2025 (They still alive, but banished to being a lurker now)
💛🤍💜🖤 🩷💛💙
Henlo, I am a pan, NB, chaotic ADHD mess of a furry. Also, I have a lil bean on a thread. That bean is named Ace, here is the thread
Alright folks, I've made some arena concepts. These are not all of them (probably will be like at least more than 2 times of them in fact), and these are not necessarily the final versions in any way. I'm just throwing out some ideas here and looking for feedback before I make all the others and possibly your own ideas if you have any. (Also, I'll definitely have to at least make maps for some of the more complicated ones as well).
Colosseum (Default Arena). Nothing special, the most boring option but it exists. 60 by 60 feet square.
Abandoned Cove. Every 2 rounds, the tide rises or sinks. This doesn't sound that bad at first, until you realize the water is filled with HUNGRY PIRANHAS MWAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA. Any player that is in the water takes (some amount) of piercing as the little guys bite at the contestants' ankles. There are bridges above that you can climb up to with a ladder, but each plank has only 15 health before breaking. A more reliable option is small mini-islands that don't get submerged at any time, but they are, as mentioned before, rather small (probably like 15 by 15 feet at most).
Additionally, magic items are stolen by the piranhas when they haven't been taken by contestants yet. (For this purpose, they will always be dropped when the tide sinks.)
I Believe I Can Fly. Makeshift wings are attached to the contestant's backs, giving them a flying speed equal to their walking speed (unless if they already have one). They then are placed in an endless sky with no boundaries or limits.
Tower's Peak. The tower is 100 feet wide/long and very, very high up (200 feet specifically). Whenever you deal damage on an attack or spell that doesn't already deal knockback to the target, you can choose to do so with said knockback being equal to the amount of damage done (knockback meaning away from you, and it can't be into the ground or upward). Any creature that falls off the tower has one turn to make it back up, otherwise instantly taking the 20d6 fall damage and being teleported back up.
Engine Powered Steamboat. There is an engine with 100 hit points keeping the ship afloat. One contestant will be given the goal to destroy it to win, while the other will always respawn 2 rounds after being killed and be given the goal to kill the attacker before they can destroy the engine. (In the event of a tie in ranking, it will be determined randomly.)
And that's all so far. I feel like a problem of mine is sometimes I get so carried away with flavor that I lose balance in the process, so feel free to call me out on that.
Hello! I am a perfectly sane gibberer. Hi! :D
A mysterious link of chain... (Extended signature). PRAISE JEFF THE EVIL ROOMBA! REALLY cool video.
One of the Warlock Patrons on the forums. Low, low price of your soul, your firstborn child and your liver!
Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
What about a Coliseum like what the Romans did?
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...The first option is quite literally a colloseum. They're not the exact same but still. (Although looking into it, some of the things they did could be their own arenas.)
Hello! I am a perfectly sane gibberer. Hi! :D
A mysterious link of chain... (Extended signature). PRAISE JEFF THE EVIL ROOMBA! REALLY cool video.
One of the Warlock Patrons on the forums. Low, low price of your soul, your firstborn child and your liver!
Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
These all look great! The only thing I’d change is saying that for the Tower’s Peak, the spell needs to have a duration of instantaneous. Otherwise you could just cast spike growth and never allow someone to move again.
I can’t remember what’s supposed to go here.
Good point, I'll add that and then add all of them to a list.
Hello! I am a perfectly sane gibberer. Hi! :D
A mysterious link of chain... (Extended signature). PRAISE JEFF THE EVIL ROOMBA! REALLY cool video.
One of the Warlock Patrons on the forums. Low, low price of your soul, your firstborn child and your liver!
Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
I would allow you to just add preexisting knockback to the knockback from the damage, rather than getting neither.
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Tbh I'm kinda confused on what you mean by this, I'm probably just stupid but could you elaborate further?
Hello! I am a perfectly sane gibberer. Hi! :D
A mysterious link of chain... (Extended signature). PRAISE JEFF THE EVIL ROOMBA! REALLY cool video.
One of the Warlock Patrons on the forums. Low, low price of your soul, your firstborn child and your liver!
Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ
For tower's peak, you wrote "Whenever you deal damage on an attack or spell that doesn't already deal knockback to the target..." I don't think it makes sense to not fully allow knockback effects and spells in the one instance they'd be most effective.
Extended signature
Ah. I got confused because you said neither, since you would still have the pre-existing knockback. That is fair, I'll change that.
Hello! I am a perfectly sane gibberer. Hi! :D
A mysterious link of chain... (Extended signature). PRAISE JEFF THE EVIL ROOMBA! REALLY cool video.
One of the Warlock Patrons on the forums. Low, low price of your soul, your firstborn child and your liver!
Titles: The Echoing Story Spewer from Drummer, the Endless Maws from Isis, the Mad Murderer from PJ