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<blockquote data-quote="DND_Reborn" data-source="post: 8011285" data-attributes="member: 6987520"><p>Hey guys,</p><p></p><p>Sorry I didn't get to respond until today but we had our first live session again yesterday (10 hours long!). Since a lot of the post seem to focus on the arena, here's what I was thinking and you all can let me know what you think:</p><p></p><p>1. There are four maps (as stated before).</p><p>2. Each map will vary from sparse to complex in objects (such as rocks, trees, walls, or other obstacles for maneuvering around, hiding, etc.).</p><p> 2a. Since the idea is a 100 x 100 grid, sparse would be 10% of the squares, the next level maybe 15-20%, then 20-25%, and maybe 30% max for complex.</p><p> 2a. If people have maps, you can post them here for consideration by the forum.</p><p>3. Light conditions could be either random for the entire arena, or dark, dim, or bright in spots as determined by the map?</p><p>4. Starting distance could be random between the requested distances?</p><p> Example: A requests the maximum distance (740 feet, opposite corners, one flying 250 feet high, the other on the ground) and B requests 60 feet. A random bell-curve would determine the distance using those extremes.</p><p></p><p>For Initiative:</p><p></p><p>Maybe, if we do two out of three rounds, we could give Initiative to one player, then to the other, and have the last match be rolled Initiative?</p><p></p><p></p><p></p><p>I think two wins out of three matches. A win requires the opponent to be rendered dead, petrified, or otherwise defeated (i.e. there is nothing they can do and no way to recover from their current state). The DM will arbitrate when a win is scored.</p><p></p><p>As far as the rules:</p><p>1. You can go into the Astral or Ethereal, but must return (see condition #2).</p><p>2. You cannot go to another plane (no elemental, no outer, no alternative prime).</p><p>3. If you do not act in some fashion (make an attack roll, force a saving throw, or reaction) against your opponent within 3 of their turns, you forfeit.</p><p></p><p>Anything else?</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8011285, member: 6987520"] Hey guys, Sorry I didn't get to respond until today but we had our first live session again yesterday (10 hours long!). Since a lot of the post seem to focus on the arena, here's what I was thinking and you all can let me know what you think: 1. There are four maps (as stated before). 2. Each map will vary from sparse to complex in objects (such as rocks, trees, walls, or other obstacles for maneuvering around, hiding, etc.). 2a. Since the idea is a 100 x 100 grid, sparse would be 10% of the squares, the next level maybe 15-20%, then 20-25%, and maybe 30% max for complex. 2a. If people have maps, you can post them here for consideration by the forum. 3. Light conditions could be either random for the entire arena, or dark, dim, or bright in spots as determined by the map? 4. Starting distance could be random between the requested distances? Example: A requests the maximum distance (740 feet, opposite corners, one flying 250 feet high, the other on the ground) and B requests 60 feet. A random bell-curve would determine the distance using those extremes. For Initiative: Maybe, if we do two out of three rounds, we could give Initiative to one player, then to the other, and have the last match be rolled Initiative? I think two wins out of three matches. A win requires the opponent to be rendered dead, petrified, or otherwise defeated (i.e. there is nothing they can do and no way to recover from their current state). The DM will arbitrate when a win is scored. As far as the rules: 1. You can go into the Astral or Ethereal, but must return (see condition #2). 2. You cannot go to another plane (no elemental, no outer, no alternative prime). 3. If you do not act in some fashion (make an attack roll, force a saving throw, or reaction) against your opponent within 3 of their turns, you forfeit. Anything else? [/QUOTE]
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