How is PvP in 4th Ed?


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I also think 1v1 pvp just isn't very good. Certain classes just have an innate advantage.

Like a bow rancher on any open terrain = win button.
 


This interests me as well, as I'll be starting my monthly game's Dark Sun campaign in an arena where all the slave-bound PCs will be competing for the same prize, with a few NPCs thrown into the mix to keep things really interesting.

That was my main reason for the question I've got the same campaign setup, although the intention is to have PvP as only a small element of the campaign, there will be team vs team and eventually escape and revolution hopefully.
 

Ok, what you need to do is get two parties set up against each other, each with a base. In each base is a flag. The goal is to get the oppositions flag and... stop me if you've heard this... return it to your own base. Thing is, if the other team has your flag, you can't turn theirs in to your base, so you need to take out the person carrying your flag and then return it to your base (a move action if you're adjacent) before you can turn their flag in to your base. When players die, they aren't out of the game, they are sent to a predetermined "graveyard" where some sort of angelic priest resurrects fallen players every, say, 3-5 rounds. Play ends when one team has captured 3 flags or after a predetermined amount of time.
 

While there is no real PvP at my table per se, I often pit the players against other adventurers or similarly balanced teams. Those fights are very well recieved and always fun and quite challenging.
 

Hmm my sarcasm detector is going off, although I suppose it could be a false positive.

Angelic priest might be a bit of a issue in Dark Sun since there are no gods or Divine power source. Capture the flag of some sort itself isn't such a bad idea though.
 

Ok, what you need to do is get two parties set up against each other, each with a base. In each base is a flag. The goal is to get the oppositions flag and... stop me if you've heard this... return it to your own base. Thing is, if the other team has your flag, you can't turn theirs in to your base, so you need to take out the person carrying your flag and then return it to your base (a move action if you're adjacent) before you can turn their flag in to your base. When players die, they aren't out of the game, they are sent to a predetermined "graveyard" where some sort of angelic priest resurrects fallen players every, say, 3-5 rounds. Play ends when one team has captured 3 flags or after a predetermined amount of time.

O_o

o_O

For the Horde?!?
 

As others have said, team pvp is workable with 4th edition rules.

One on One pvp is a bit of a mess, however. Classes were designed to be balanced in terms of everyone having a job in combat and being able to contribute. They were never designed to fight against each other. Fighters in particular are crazy effective in PvP. They are hard to get away from, do very solid damage, and are darn tough. A lone wizard in pvp is screwed, except in very specifc circumstances, such as being able put someone out of the fight with a daily (sleep, bigby's etc.) and then getting ALOT of damage in on them before they save.
 

I imagine Champions of Order would be rather tough to deal with.

"Oh yeah, you're dazed and weakened. No save. For the rest of the encounter. I think I win."
 

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