Hello, and welcome to the inaugural game of the Arena! This game will be in the style of a Battle Royale, meaning every man for himself. The prize for this game will be 500 Credits!
The Rules
1. Before each match starts, players will sign up in the match’s thread and choose a class. A class may be randomly given by the Host if a player so chooses. Spectators may place bets on players at this point like so: Player Name: Wager. Please open an account at the Bank before betting.
2. When the application period is concluded, all bets will be locked in.
3. At the start of each round, I, the Host, will roll for initiative for each player, determining the combat order. If there are equal initiative rolls, additional rolls will be used to determine who comes first. After the combat order is determined, I will post for all to see.
4. At this point, I will ask for all players to Personal Message me what their stances and actions will be. The players will have 48 hours to PM me their action (72 hours on the first turn).
5. There are two stances: offensive and defensive. Stances are set/changed right before an action is performed and will stay the same until changed before another action.
1. Offensive stance is the default stance and has no effect on damage given or received.
2. Defensive stance reduces damage taken by 1d10. A player in defensive stance may attack, but their attack is a 1d20-10 roll. Negative damage is counted as a miss.
6. There are three basic actions: attack, block, and use an ability. Only one action may be performed per turn.
a. The default attack is a 1d20 roll, which I will perform.
b. Blocking reduces damage taken by half (rounded down). Blocking can only occur while in defensive stance. Blocking will last until another action is performed on the next round.
c. Each class has a different special ability which only it can perform. Unless stated otherwise, each ability can only be performed once every three rounds. Passive abilities last until another action is performed on the next round.
7. Each player’s action will literally occur in the combat order (unless affected by changed initiative), and the results will be posted by me at my discretion, though in a timely manner.
8. I will reroll for initiative to determine the next round’s combat order, and the rest of the process will repeat until only one player remains.
9. Each player will start with 40 health points. A player may not be healed over the 40 HP cap.
10. If a player does not perform an action, they will receive 1d5 damage. Each subsequent turn of inactivity will increase the die by 5, meaning the second turn would be 1d10, the third 1d15, etc.
11. At the end of the battle, the winning player will receive the prize, and the betting spectators will either gain or lose credits depending on their wagers. This will all be recorded in a post at the Bank, and the relevant Bank accounts will be updated.
There are 9 classes in this game. Each player must post which class and which two of that class’s abilities they want, unless they want me to randomly choose for them. I created the classes myself, so if you have any feedback on their balance, please let me know.
Barbarian
Rage: Deals 1d20+5 damage and reduces damage taken by 5. Reduces initiative on next turn by 10.
Sprint Attack: Increases initiative by 5 and deals 1d12+5 damage to the target.
Dodge: You have a 50% chance to not be affected by each action targeted at you.
Bard
Fascinate: The target cannot use an action unless he is attacked or has an ability used upon him.
Inspire: Increases the target’s next two attacks by 5 damage.
Confuse: The target’s target is chosen at random.
Cleric
Heal: Heals the target for 1d10 HP. It cannot be casted on oneself.
Summon Monster: Summons a monster for one turn. You may have the monster attack a target for 1d15+5 damage, or you may use it to absorb all damage targeted at you.
Resurrect: Brings a dead player back to life with 1d15 HP.
Fighter
Power Attack: Deals 1d25 damage.
Whirlwind Attack: Choose an initiative value. Deals 1d10 damage to anyone within 1 initiative of that value.
Counterattack: Reduces damage taken by half. Deals 1d10 damage to anyone who attacks you.
Paladin
Smite: Deals 1d12+5 if the target damages another player.
Pray: Increases damage given and decreases damage received by 3 for the current and next two turns.
Bless: Decreases the target’s damage received by 5 for two turns.
Ranger
Rapid Shot: Increases initiative by 5 and deals 1d8+5 damage. Increases initiative on next turn by 5.
Double Shot: Deals 1d12 damage to two targets.
Precise Shot: Deals 1d20 damage and is not affected by the target’s ability, action, or stance.
Rogue
Sneak Attack: Deals 1d20+5 damage if target uses an ability.
Evade: You take no damage and are not affected by abilities.
Set Trap: Sets a trap that next turn deals 1d8+5 damage to the first player to enter defensive stance or 1d10+5 damage to the first player who blocks. Is not affected by defensive stance’s or block’s damage reduction. If multiple players are in defensive stance, player is randomly chosen.
Sorcerer
Acid Spray: Deals 1d15 damage, then deals 1d10 damage on the next turn.
Lightning Bolt: Deals 1d10+5 damage and has a 50% chance to deal 1d8 damage to a random player.
Death Aura: Deals 1d20 to anyone who attacks you.
Wizard
Dispel: Target cannot use abilities for two turns.
Slow/Hasten: Decreases or increases target’s initiative by 5 for three turns.
Reflect: Any damage or abilities done to you, you do back.
So that’s it! Signups will likely stay open for a few days until we get enough players. Teaming up, backstabbing, and generally doing whatever it takes to win (as well as boasting and moaning) is encouraged. Have fun, and thanks for playing!
Current PlayersRasdanation (Rass) -- Paladin: Smite, Pray
Wintermoot -- Sorcerer: Death Aura, Acid Spray
Eldarion (Crushita) -- Ranger: Double Shot, Precise Shot
Sapphiron -- Cleric: Summon Monster, Resurrect
xXTheHydraXx (Hydra) -- Wizard: Dispel, Reflect
Current BetsElbbsas -- Wintermoot: 50 Credits