Ranked Fighting Pits

Drawmack

First Post
Here is the idea. My campaign takes place in Freeport. Freeport has a fighting pit. My idea is to turn the fighting pit into a sort of "orc hunting" grounds where the PCs can go when they are close to leveling up to gain the XP needed to level. Here is what I want to do.

A ladder system with three types of ladders called combat, event and challenge.

Combat is combat beat the other guy to within an inch of his life.

Event is gladiatorial type events.

Challenge would be rogue like things.


Each type has five ladders, each ladder has eight rungs.

Ladder 1 = lvl 1 - 4
Ladder 2 = lvl 5 - 8
Ladder 3 = lvl 9 - 12
Ladder 4 = lvl 13 - 16
Ladder 5 = lvl 17 - 20

Each ladder has two rungs for each level that it contains.

Here is what I need, ideas for what to include at the different stages of the different levels. No challenge should take more then 1/2 hour of game time to play at the maximum.
 

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Do you have the latest Dragon magazine w/ articles about gladiators? That should help cover #1 and #2. Actually #1 is pretty much about choosing good CRs. The Dragon article in question notes that as a one-shot encounter that the PCs can throw *everything* at, the PCs can probably handle Level+3 for difficulty.

For a low-level challenge, how about a 10 foot high wall that has a tavern-puzzle type object on the center of the top. The wall is only 1 inch thick with 2 inch by 2 inch posts at either end, so a Balance roll as well as a Climb roll is needed. If you fall off the wall you lose, and if a sandclock runs out you lose.

* Increase the Climb/Balance DC for gradually increasing levels by pouring water or oil on the wall.
* Shorten the time clock in higher Ladders.
* For the mid-level Ladders, pour oil all over the wall and then set fire to it the moment the rogue enters the challenge area.
* Put a guard at the base of the wall with a longspear who will try to knock the PC off or keep him from getting on the wall. The PC is not allowed to do harm to the guard.
* Add a second guard with a sling.
* Remove the guards, but put a couple stirges in the room.

Okay, I'll stop with the wall ideas, but that's my first pass.

John
 

Greybar said:
Do you have the latest Dragon magazine w/ articles about gladiators?
No I don't
#1 is pretty much about choosing good CRs. The Dragon article in question notes that as a one-shot encounter that the PCs can throw *everything* at, the PCs can probably handle Level+3 for difficulty.
I would not be the entire party facing the foe but a single player. So I was acctually thinking the foe should be 1-2 CR below the level of the individual. I guess the appropriate question for the first ladder is if you're facing foes without plot line associated what would you find fun just for the battle itself.

For a low-level challenge, how about a 10 foot high wall that has a tavern-puzzle type object on the center of the top. The wall is ^snip^
* Add a second guard with a sling.
* Remove the guards, but put a couple stirges in the room.

Okay, I'll stop with the wall ideas, but that's my first pass.

John
Thanks and yoinked. I think I'll put one version of this challenge on each ladder.
 

It's just personal preference, but I say: Ignore actual levels. Just assume that a new fighter is meant to be "mauled" by something ferocious (like any large magical beast), and if the fighter lives they are put into the second tier. Fighters that are second tier are actual "Gladiators." Gladiators are ranked by veteranship, and public opinion. If a fourth level gladiator manages to kill a CR 8 Demon, he should automatically be pitted against more difficult opponents because the spectators think that highly of seeing that fighter. It's the destiny of all prize-fighters to die in the pits, and they should know that -fighting fearlessly against unknown challenges.

I've run multiple gladiatorial contests in my games, and I find the best thing to do is make the player want the attention of the crowd more than the treasure/experience/challenge. It really makes them want to fight.
 

pit fights

creamsteak said:
It's just personal preference, but I say: Ignore actual levels. Just assume that a new fighter is meant to be "mauled" by something ferocious (like any large magical beast), and if the fighter lives they are put into the second tier. Fighters that are second tier are actual "Gladiators." Gladiators are ranked by veteranship, and public opinion. If a fourth level gladiator manages to kill a CR 8 Demon, he should automatically be pitted against more difficult opponents because the spectators think that highly of seeing that fighter. It's the destiny of all prize-fighters to die in the pits, and they should know that -fighting fearlessly against unknown challenges.

I've run multiple gladiatorial contests in my games, and I find the best thing to do is make the player want the attention of the crowd more than the treasure/experience/challenge. It really makes them want to fight.

I love this idea. I'm sure the barbarian in my SL game would love to be a part of that!
 

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