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<blockquote data-quote="Steel_Wind" data-source="post: 1798177" data-attributes="member: 20741"><p>We worked on a design for something like this in a computer module we did and it may be helpful for you to consider some of the design elements we used:</p><p></p><p>-No time for buffing; simply an entrance doorway which is a safe zone which closes (ejects player) into arena after a given amount of rounds (so they can't stay there the whole fight). This does not mean the player will just stay there and buff - as you will force a choice on the players for doing so (see below).</p><p></p><p>- Strip all or nearly all weapons and items from the party and the opponents. This allows you to fine tune the combat, balance the power better between the party and the foes and furthermore, makes weapon and item choices within the arena a focus of the combat;</p><p></p><p>- Place weapons and items in the arena along the wall or on top of obelisks etc. You can make some of the items accessible only by moving from the top of one obelisk to the next in a jump or dimension door - what have you. Think Quake or UT for inspiration and let your design imagination take over; </p><p></p><p>-Make arena large so that it forces choices on your players. Do they arm first with lesser weapons near their entrance and take time to remove them from whatever field/enclosure contains them - or do they move straight for the centre obelisks to get the bigger weapons? ; and,</p><p></p><p>-Forcing players to make choices like this could end up with fighter and enemy running full tilt for a big weapon in the centre and grappling over who gets possession of a big weapon, while other chars make lesser choices. Meanwhile the Wizard cedes ground and possible securing of critically powerful items by staying in the safe zone for extra buffing. This requires the spell casters to make difficult choices.</p><p></p><p>In short, the fight sounds interesting, but the game puzzle and tactical element of what you propose does not sound particularly innovative or distinct. You are approaching it like any other D&D fight. Location and cheering crowds may not be enough to make it a climax. Consider something entirely different: designing your arena and the rules and weapons which govern it like you would if you were designing a balanced computer game. If well done, this will force tactical choices out of the ordinary on to your players and - if done well - will be a very unique and memorable session.</p><p></p><p>Cue up your Star Trek <em>Amok time</em> theme music and have fun <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 1798177, member: 20741"] We worked on a design for something like this in a computer module we did and it may be helpful for you to consider some of the design elements we used: -No time for buffing; simply an entrance doorway which is a safe zone which closes (ejects player) into arena after a given amount of rounds (so they can't stay there the whole fight). This does not mean the player will just stay there and buff - as you will force a choice on the players for doing so (see below). - Strip all or nearly all weapons and items from the party and the opponents. This allows you to fine tune the combat, balance the power better between the party and the foes and furthermore, makes weapon and item choices within the arena a focus of the combat; - Place weapons and items in the arena along the wall or on top of obelisks etc. You can make some of the items accessible only by moving from the top of one obelisk to the next in a jump or dimension door - what have you. Think Quake or UT for inspiration and let your design imagination take over; -Make arena large so that it forces choices on your players. Do they arm first with lesser weapons near their entrance and take time to remove them from whatever field/enclosure contains them - or do they move straight for the centre obelisks to get the bigger weapons? ; and, -Forcing players to make choices like this could end up with fighter and enemy running full tilt for a big weapon in the centre and grappling over who gets possession of a big weapon, while other chars make lesser choices. Meanwhile the Wizard cedes ground and possible securing of critically powerful items by staying in the safe zone for extra buffing. This requires the spell casters to make difficult choices. In short, the fight sounds interesting, but the game puzzle and tactical element of what you propose does not sound particularly innovative or distinct. You are approaching it like any other D&D fight. Location and cheering crowds may not be enough to make it a climax. Consider something entirely different: designing your arena and the rules and weapons which govern it like you would if you were designing a balanced computer game. If well done, this will force tactical choices out of the ordinary on to your players and - if done well - will be a very unique and memorable session. Cue up your Star Trek [i]Amok time[/i] theme music and have fun :) [/QUOTE]
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