Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Gladiator Arena In Balic - designing a moving battlefield?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="shilsen" data-source="post: 1809179" data-attributes="member: 198"><p>I've done a similar thing with a chessboard-type area, with all the black squares either going up or down at the same time, and the same for the white squares. They would move at the end of each round and go up/down 5 ft. It was a room with a ceiling 15 ft above, so sometimes they would slam against the ceiling. What I did was roll it up randomly and write down the situation ebforehand, like so:</p><p></p><p>Rd 1: All squares at ground level (15 ft from ceiling)</p><p>Rd 2: Whites go down (20 ft), blacks go up (10 ft)</p><p>Rd 3: Whites go up (15 ft), blacks go up (5 ft)</p><p>Rd 4: Whites go up (10 ft), blacks go down (10 ft)</p><p>Rd 5: Whites go down (15 ft), blacks go up (5 ft)</p><p>Rd 6: Whites go down (20 ft), blacks go up (slam against ceiling)</p><p>...</p><p></p><p>I had the PCs roll a bunch of balance checks each at the start of the session, and used them, which saved time and I knew immediately what happened (it was DC 5 to stay upright if your square moved up and DC 10 if it moved down, IIRC, or maybe 10/15). </p><p></p><p>I had them fight four hell-hounds. Worked out to be a fun fight, with people readying actions to jump out of the way, trying to take advantage of being at a height, etc. </p><p></p><p>Hope that helps, and I strongly recommend rolling out the results of the movements beforehand.</p></blockquote><p></p>
[QUOTE="shilsen, post: 1809179, member: 198"] I've done a similar thing with a chessboard-type area, with all the black squares either going up or down at the same time, and the same for the white squares. They would move at the end of each round and go up/down 5 ft. It was a room with a ceiling 15 ft above, so sometimes they would slam against the ceiling. What I did was roll it up randomly and write down the situation ebforehand, like so: Rd 1: All squares at ground level (15 ft from ceiling) Rd 2: Whites go down (20 ft), blacks go up (10 ft) Rd 3: Whites go up (15 ft), blacks go up (5 ft) Rd 4: Whites go up (10 ft), blacks go down (10 ft) Rd 5: Whites go down (15 ft), blacks go up (5 ft) Rd 6: Whites go down (20 ft), blacks go up (slam against ceiling) ... I had the PCs roll a bunch of balance checks each at the start of the session, and used them, which saved time and I knew immediately what happened (it was DC 5 to stay upright if your square moved up and DC 10 if it moved down, IIRC, or maybe 10/15). I had them fight four hell-hounds. Worked out to be a fun fight, with people readying actions to jump out of the way, trying to take advantage of being at a height, etc. Hope that helps, and I strongly recommend rolling out the results of the movements beforehand. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Gladiator Arena In Balic - designing a moving battlefield?
Top