ugulu said:
Liking the victory zone. Or maybe make it like the ropes in 'rasslin' - as long as you touch the zone once every 5 rounds there is no draw - so a land-based guy may run back and forth through it just to "tag", while a flyer will have to likewise drop down to touch at least the roof - with the overall "no damage for 5 rounds" still in place as the draw requirement. A burrower would have to surface once every 5 rounds, and a flyer would have to touch it. Though...that is getting a bit record-keeping-intensive.
I'm not sure how just touching the zone to avoid a draw encourages anybody to slug it out for at least a couple of rounds (which I think is the goal). I prefer that the monster has to remain in the zone for a full round or lose.
Please keep the ideas coming! I will be on vacation from Sunday to Tuesday, so when I come back we will retrofit the arenas after the current combats are completed.
Here is my proposed arena so far (I might as well go all out with the terrain changes):
1) The southern 20 foot strip of the arena is semi-loose soil that runs 120 feet deep. On the surface of the soil is enough grass to use for entangle and plant growth-type spells. Any burrowing/earth glide creature automatically has tremorsense as an extraordinary ability.
2) The SW and SE corners of the arena have two trees growing from the soil. The trees are 10 feet in diameter and have a climb DC of 15. The tree trunks are 100 feet tall, but smaller branches covered with leaves extend from the top of the trunk, forming a 20 foot cube on the two corners of the arena. These branches can support creatures of large size or smaller and the leaves provide concealment.
3) Jutting from the north wall to 80N40E40Z is a 40 foot square plate of adamantine, supported by 1 foot diameter adamantime pillars at 80N40E and 80N80E. The floor underneath this roof is the victory zone. If one combatant remains (at least partially) in the victory zone for 5 rounds without the other opponent staying (at least partially) in the victory zone for one full round, the first combatant wins. If a draw condition and a victory condition occur at the same time, the victory condition takes precedence.
4) The northern 20 foot strip of the arena, on each side of the victory zone, is a 120 foot pit filled with fresh water.
5) The rest of the arena floor is solid stone going 120 feet down.
6) The eastern and western edges are walls of force. Each side can watch the battle and make decisions based on what they observe inside the arena. To enter the battle, a creature must teleport to an empty space at zero elevation as a move-equivalent action. To leave the arena, a combatant must tap on the wall of force where his side is watching the battle three times in succession as a free action. Panicked opponents will remember to tap, but they may pick the wrong side of the arena (they will not run past an enemy they fear to get to the right side). Confused opponents will not remember that they need to tap.
Please feel free to pick holes in this set up!