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Arena Game 6: Team Deathmatch With Movement
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taulover
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  • Welcome to the sixth game of Arena, hosted by me, Gerrick taulover! I've decided to experiment with this game a bit by adding another dimension (or more accurately, two): a battle grid and movement!

    As I've made a some rather major changes to the game, please read through the rules even if you've played before. Some of the more important changes include:
    The addition of a battle grid, movement, Opportunity Attacks (and disengaging), and Ranged vs. Melee Attacks. These are perhaps the most important changes, and for those unused to similar movement systems, there may be some surprising results, so please read carefully.
    To simplify complications resulting from the added movement, the two teams will take separate alternating turns.
    This allows us to remove initiative rolls: a team decides combat order/initiative amongst themselves, and effects that affected initiative now affect movement instead.
    Most attack and ability rolls now use multiple smaller dice instead of a single large die, which will create a bell curve probability distribution. For those unused to dice notation for multiple dice, see Wikipedia.
    Potions and blocking are back, and because this is a two-team deathmatch game, starting HP is back to 100.



    The Rules

    1. Players will be randomly sorted into two teams of equal size, which will take alternating turns. If there are an odd number of players, the team with fewer players goes first. If there are an even number of players, the team going second will have their first standard attack rolls be the highest 3 dice of a 5d6 roll.

    2. After teams are chosen and before the game starts, players will finish signing up in this thread. Each player will choose a class, whether to perform regular ranged or melee attacks (subject to class restrictions), two of that class's abilities, and two potions. The potions players may choose from include health, strength, defense, agility, and luck, but players may not start with two health potions.

    3. Spectators may place bets on players at this point like so: Team Name: Wager. Please open an account at the Bank before betting. When the game begins, all bets will be locked in.

    4. Each player will start with 100 health points. A player may not be healed over the 100 HP cap.

    5. At the start of the match, the Host will ask for all players on the first team to Personal Message him what their stances and actions will be like so: Stance, Action, Target (if applicable), Potion Action (if applicable), Movement. The players will have roughly 24 hours to PM their action. Each player in the first team will start in the stance they send for the first round, while each player in the second team will start in defensive stance.

    6. A player may choose the order in which they perform their Action, Potion Action, and Movement, which will be carried out in the order they are sent. Movement may be broken up into multiple orders, as long as only 10 tiles are used. Stance change will always occur first.

    7. Each player’s action will literally occur in the combat order. If the effects of two players’ turns change depending on combat order, the players will clarify which one goes first. The Host will ask the players for clarification if necessary.

    8. There are two Stances: Offensive and Defensive. Stances are set/changed right before an action is performed and will stay the same until changed again before another action.
           a. Offensive Stance is the default stance and has no effect on damage given or received. Regular Attacks and some abilities must be performed in Offensive Stance. In the Classes section below, abilities with an asterisk* must be performed in Offensive Stance.
           b. Defensive Stance reduces damage taken by 2d4. Blocking requires players to be in defensive stance to perform.

    9. There are six basic actions: attack, block, use an ability, scavenge potions, dash, and disengage. Only one action may be performed per turn.
           a. The Regular Attack is a 3d6 roll, which the Host will perform. Regular Attacks can only be performed while in Offensive Stance.
           b. Blocking reduces all damage targeted at the player by half (rounded down). Blocking will last until another action is performed on the next round. Blocking can only be performed while in defensive stance. Players may not block two rounds in a row.
           c. Each class has two special abilities which only it can perform. Each ability can only be performed once every three rounds, and each ability has a separate cooldown. For example, if a player uses one ability on round 1 and the other ability on round 2, they may use the abilities again on rounds 4 and 5, respectively. Passive abilities last until the player performs another action on the next round. Again, some abilities require one to be in offensive stance to perform.
           d. Scavenging potions allows a player to collect all unused potions from a single dead player target within melee range of the player.
           e. Dashing increases the player's movement by 10 tiles.
           f. Disengaging allows a player to move out of melee range without triggering Opportunity Attacks.

    10. There are two types of Regular Attacks: Melee and Ranged. A player must choose at the start of the game which of the two types they will use. The type of Regular Attack a player is allowed to perform is restricted by class.
           a. A Melee Attack may only be performed if the player is on one of the eight adjacent tiles to the target (I will refer to this elsewhere as "in melee range").
           b. A Ranged Attack may target any other player within direct line of sight, but also has the drawback of triggering opportunity attacks if performed while in melee range of another enemy player.

    11. There are five types of potions: health, strength, defense, agility, and luck. Players may only hold up to two potions at once.
           a. The health potion heals the player for 10 HP.
           b. The strength potion increases the player's next attack by 5 damage.
           c. The defense potion decreases the player's damage received from each attack for one turn by 2 damage.
           d. The agility potion increases the player's movement by 10 tiles.
           e. The luck potion allows for a reroll for a specified action, and the higher roll is used.

    12. Potion actions may be performed separately from the regular actions (attack/block/ability/scavenge/dash/disengage). There are two basic potion actions: consume potion and pass potion. Only one potion action may be performed per turn.
           a. Consuming a potion immediately gives the player the benefits of the potion, which lasts one turn.
           b. Passing a potion allows a player to pass a single potion to another player within melee range of them as long as the receiving player has an empty potion slot. The receiving player may consume the received potion as soon as their next turn. This means if a player passes a potion to another player who has not yet performed their turn in the combat order, the receiving player may consume the potion on that same round.

    13. Movement will take place on a 20x30 grid. This will be represented using a Google Sheet, with each cell representing a tile. Colored-in tiles may represent impassable terrain such as trees. Each player will be represented by a colored tile, with each team having similar colors among its players. A color key will be released with the map. If you have colorblindness or have difficulty distinguishing colors, please let me know ASAP and I will change my map representation method.

    14. A player may move 10 tiles each turn. (The agility potion, dash action, and some class abilities may affect this movement amount.) Moving one tile diagonally will cost the same amount of movement as moving one tile along the axes. (In other words, the movement used is the same as the longer distance of the two axes if there are no barriers to your movement.)

    15. The Movement command can be broken up into multiple commands (as long as only 10 tiles are traversed), and may take two forms: the destination coordinate (using the cell name) or a landmark/player location.
           a. If the last/only Movement command uses a destination coordinate, that tile must be unoccupied by another player.
           b. If the Movement command is given relative to a landmark/player location, the Host will move that player as close to that location as possible without ending the player's turn in an occupied tile or using more than 10 tiles of movement.

    16. An Opportunity Attack is an automatic melee attack (3d6 roll) triggered by two conditions. A player may only perform up to one Opportunity Attack per round.
           a. If a player moves out of melee range of an enemy player, that enemy player will automatically perform an Opportunity Attack on this player.
           b. If a player makes a Ranged Attack or any ranged ability that requires Offensive Stance (denoted by both asterisk* and dagger† in the Classes section) while in melee range of an enemy player, that enemy player will automatically perform an Opportunity Attack on this player.

    17. If a player does not perform an action when they are capable of doing so, they will receive 1d5 damage. Each subsequent turn of inactivity will add another d5 of damage, meaning the second turn would be 2d5, the third 3d5, etc.

    18. The results of the round will be posted by the Host at his discretion, though in a timely manner. The game then shifts to the next team's next round, and so on. The process will repeat until only one team remains.

    19. At the end of the battle, the winning team will receive their prizes, 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.



    Classes

    There are 15 classes in this game, adapted from Gerrick's Arena Game 4. There are large changes to the classes, largely to reflect the addition of movement and alternating team combat order. Dice numbers are also changed to multiple smaller dice, and one new class, the Swashbuckler, is added, so make sure to read through each and not assume they'll all be the same. The type(s) of Regular Attacks players can choose from is listed first, followed by the class abilities. Abilities with an asterisk* must be performed in offensive stance. Abilities with a dagger† are ranged and can target anyone in line of sight; all other abilities with a target require melee range. I adapted the classes from Gerrick's with his help, so if you have any feedback on their balance, please let us know.
    Classes



    Application

    Signups will stay open until around Saturday, January 5. I may split everyone into the two teams before that, however, so that we can get classes/abilities chosen and get started faster. Please let me know if you have any questions or comments.

    When you're ready to sign up, post below!

    List of Players:

    Orange Team
    Skorri Thadsdottir (Katie) - Berzerker: Melee, Dodge, Rage
    Thaddeus the Raddeus (Doc) - Bard: Ranged, Charm, Confuse
    Brother Maynard (BraveSirRobin) - Cleric: Ranged, Heal Other, Resurrect
    Cardinal Spadroon (Crushita) - Commander: Ranged, Call to Arms, Rout
    Bordryg (Red Mones) - Paladin: Melee, Holy Ward, Smite

    Blue Team
    Syraj - Cleric: Ranged, Bless, Heal Other
    Hydrae de Lernaea - Mystic
    Sarith Feuraldrin (Wintermoot) - Sorcerer: Ranged, Acid Spray, Lightning Bolt
    Ahmad al-Khemis (Gerrick) - Alchemist: Ranged, Make Health Potion, Make Other Potion
    Nobody (Kane lives) - Mystic

    Map and Stats
    3 people like this post: Hydra, Elbbsas, Imaginative Kane
    « Last Edit: January 20, 2019, 10:51:10 PM by taulover »
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    taulover
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    Elbbsas
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  • Erm. Slight problem. I'd like to put a wager on a team because I'm a bit too busy to properly take part. However, teams are randomly assigned. Furthermore, bets close when applications do... which is before teams are assigned.

    Team <Placeholder McGee>: 400 Credits.

    So I'm just going to leave that here, and then when people start posting applications I'll change it to "whatever team Person XYZ is on."
    1 person likes this post: taulover
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    Doc
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  • Is there some format we're supposed to sign up in, or do we just use the one from last time?

    At any rate, I'm in and dibs on the rogue.
    1 person likes this post: taulover
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    taulover
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  • Is there some format we're supposed to sign up in, or do we just use the one from last time?

    At any rate, I'm in and dibs on the rogue.
    Much like in the previous team deathmatch game, Arena Game 2, just state that you're signing up now. After I split everyone into teams, you can talk about and finalize your class/ability decisions in private.
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    taulover
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  • Erm. Slight problem. I'd like to put a wager on a team because I'm a bit too busy to properly take part. However, teams are randomly assigned. Furthermore, bets close when applications do... which is before teams are assigned.

    Team <Placeholder McGee>: 400 Credits.

    So I'm just going to leave that here, and then when people start posting applications I'll change it to "whatever team Person XYZ is on."
    Oh right. I'll change that to when the game begins then.
    1 person likes this post: Elbbsas
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    Syraj
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  • Also in and dibs on the cleric.
    1 person likes this post: taulover
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    Gerrick
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  • I'll of course be joining. Will be interesting to actually play this time.
    2 people like this post: taulover, Imaginative Kane

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    Hydra
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  • Hail Hydra!
  • I'm intrigued!
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    Crushita
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  • I'll join! And I dibs the ranger, it's always done me well :P
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    Wintermoot
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  • I will also join, and would like to reserve the sorcerer if we're doing this dibs thing. :)
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    BraveSirRobin
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  • I shall also throw my hat in the ring, why not!  :D
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    Sir Robin of Camelot

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    (Ravenclaw is the best!)

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    Katie
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  • I want to participate. Sweet free badge. Idk how this works so I'm not gonna put dibs. Time to do some research xD
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    taulover
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  • Since there haven't been people signing up in the last two days, I'll split up the teams now.

    Orange:
    Katie
    Doc
    BraveSirRobin
    Crushita

    Blue:
    Syraj
    Hydra
    Wintermoot
    Gerrick

    Anyone else who signs up will be randomly assigned to one of these two teams (hoping for an odd number of players to counter first move advantage lol).

    Edit:
    Also, please send in your applications via your respective PM threads using this format:

    Character Name:
    Class:
    Regular Attack:
    Ability 1:
    Ability 2:
    Potion 1:
    Potion 2:
    1 person likes this post: Katie
    « Last Edit: January 02, 2019, 10:23:28 PM by taulover »
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    Elbbsas
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  • /rolls 1d4.
    Okie dokie then.

    Orange: 400 Credits.
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