Elmer |
Whoot? I got a fight? I did not update my equipment and thought I could work on Kirk for the real arena. I only have a half edited Samsaran Kirk :(
But I could use my last submission on Google docs. I would like to add an acid bolt though.
this isn't the full arena yet just a last test round.
The Hirtz Factor |
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Choon |
Here's a question worth concidering:
Do we want to keep it so that you have to win, essentially, three in a row to advance in level, or is it enough to simply win 3 at any given level?
As it stands, Bruno has won three now at lvl 2. However, he also lost two and therefore has lost enough VP by the current rules to not advance. I see this as really slowing the advancement of some characters and slowing the growth of higher level character pools. It also really limits builds that take a couple levels to really come into their own.
Thoughts on revising the VP system to a simple 3-win=level setup?
Jehova |
It's somewhat unfortunate (for PvP) in Pathfinder that rolls play such a large part of the game. It does make things quite exciting though, and allows for some of those moments where everyone just goes woooooooooooah, which are really fun. There aren't many ways around the randomness problem, and I understand that luck may be a frustrating aspect of who progresses how quickly in the arena.
I think that having a character progress after any three victories, regardless of how often he or she loses will lead to a bloat in the number of characters who actively are gaining levels. Since anyone can just walk in off of the street and join the Pits, defeating any three people regardless of losses would be quite possible for pretty much anyone with an alright build (especially if/when there are even more combatants).
This sets the bar lower for the next tier, which in turn allows people in that tier to advance more easily (by defeating people who wouldn't have gotten to that tier if it weren't for the newbies/poor builds at the starting level).
I want advancement to be big deal, with only the best fighters actually gaining higher levels (part of the idea of the arena was to see how optimal some of those builds that take a while to get going actually are when they can't start at that level). I recognize that the luck of the die often has as much of an effect at low levels as the builds themselves, but I see no reason why luck isn't an important trait for a pit fighter to possess (not to mention that how your build fares when the dice are against them is a part of optimization).
I do think that luck will eventually smooth out over a number of fights. I don't think a truly good build will be stuck forever at one level due to unluckiness. I also don't think there is any way to skew the advancement system further in favor of advancement without making it very complicated or allowing characters to advance in levels despite winning only only half of their fights. I'd prefer not do to either of these things, so if people will be able to tolerate a 3 Reputation per level advancement system, I would prefer to stick to that for now (the current system does not require winning three in a row. Winning 2, losing 1, then winning 2 more will also advance a character, which allows for one bad fight without losing too much momentum).
In regards to the randomness, I'm toying with the idea of bumping up the starting level to third, on the theory that first and second level are both much more fun in a regular campaign than they are in this setting, and third level is when stuff like BAB progression, base saves, and spell levels actually start to matter more. It also allows for two feats and a much higher number of class combinations, allowing for more unique starting builds (yay).
This might help take the edge a little off of the random outcomes, and perhaps let people feel like they can make their builds a bit closer to what they want them to be long-term, but perhaps it's straying too far from the 'all your progression is in the arena' thing. Sound off and let me know if you have strong preferences one way or another.
@Vironus, welcome aboard!
Vironus Antilles |
Also, I'm very much for starting at level 1. It keeps with your original progression theme which I like.
I'm also up for character deaths taking place, but not so sure about everyone elses thoughts on that.
I just don't like safety nets but am playing regardless. :p
Build submitted and raring to go with my unoptimised but hopefully effective build. :D
Llaelian |
I have to say I like the second level start. For multiple reasons.
First, it allows some good tinkering without being too complex.
Second, part of the game is to build PCs that can work at every level. I know a few builds that would not pass lower levels.
Third, it leaves places for character weaknesses that you can exploit just with items and low level potions/scrolls.
Fourth, it makes for short fights so you can run enough games for everyone to get a good feel on their character.
Vironus Antilles |
Perhaps keep it to level 1 start, but if people want level 2 or 3 start, you can seed them.
If people choose to start at level 2 or 3, you could either say it doesn't matter and roll with it, say they have to wait until other characters who want to start at level 1 reach that level, or for choosing to start at a higher level, slow their level up progression to maybe x4 rather than the standard x3 you've set?
Eko Teliy |
there seems to be no reason to lower starting level, 2nd level is a good starting point. you get a wider range of options and builds. while level one may lead to optimal low level builds becoming more common while long term survival builds become less common.
just a thought.
Also in regards to random factor, Jehova has a good system. the dice should always be a bit of an unknown allowing upsets that you might find.
Vironus Antilles - Gladiator |
Hmm, if 1st is out, then 2nd because it won't be too powerful, it allows for people to multi-class and still sticks around BAB 1/2 for most classes.
Level 1 would have been awesome to begin play with, but I guess you could just say all Gladiator's train at their Ludus until they're level 2, at which point they head into the arena. In which case I'll have to up my guys level, but I can do that now. :)
Darkwolf117 |
So, we've gone from 1 to 2 and now possibly from 2 to 3? :P
Well, I feel a little biased as most of my builds are made with later level things in mind, though I suppose everyone gets better with levels anyway. But I do feel like the higher one's level, the less luck there is involved in battle, even if it's just from having more health so a crit won't be as likely to put you into negatives. So, I do like the idea on that merit, but that's the same reasoning for the switch from 1 to 2, right? So, it's probably a pretty consistent thing regardless.
So, I'm good with either starting point.
Vironus Antilles - Gladiator |
I'm playing in the proper games which are apparently starting next week, but I've been reading the practice events and I've gotta say there have been some epic fights!
I liked Ritti. She had a good little attitude for such a small girl. That dancing style was amusing, as were the insults and the tactic of retreating back to the centre of the arena. The fight between her and Eko was a nasty one for sure!
Kailin and Sunahl were interesting. Working as a true team would really make things tense in a fight against myself (I had my guys Gladiator battles in my mind as non magical, melee only fights with other humans, so things will be interesting).
Bruno is an absolute beast on his camel and I really am not looking forward to fighting him. However, I'm sure my character is. Not really sure he'll be walking away though, like it says in his back story for the version of him I'm rp'ing as currently, especially as these Arena battles are set in his younger years. A Paradox is in the making. :p
Macho had a lot of bad luck, but if he's making a return, I'll try and give him a run for his money...mono et mono!
My attack bonus will be fairly low, but my damage output should be good, so a one on one fight will be good between us. I'm actually somewhat concerned with 2 on 1 fights with regards to characters and their animal companions/mounts. Seems like a crazy disadvantage for the lone fighter, but then real life Gladiator matches sometimes threw in Tigers and Gladiators in free for alls would sometimes target the same single Gladiator, so I'm okay with it.
I do want to ask about rolling and attacking though. Say you're holding an action to attack and roll around a mount or person that's charging at you, can you attack mid role, or would you have to swipe and roll, and also, if you failed the acrobatics check, would you then be trampled, or would they have to have over-run? In my entire 5 years or so of on/off roleplaying, I haven't once had to deal with this issue.
I'm looking forward to playing though, and on subject of starting levels, tbh I don't mind if we begin play on level 2 or 3. I'll go with the majority on this one. 2's fun, but 3's better for me, so probably better for most people. It's just, I'm pretty easy going really, so if we all vote 3, awesome. If we all vote 2, awesome. I'm game either way. :)
Vironus Antilles |
Thinking on things, in regard to the "spawn, charge, splat!" issue, there are a number of things you can do.
1. Add a cage in the centre of the arena. It can have extra creatures just waiting to be released to fight or just be there.
2. Make the arena floor very bumpy (count as rough terrain with lots of dips) in the central area only, so those with mounts or possibly chariots have a nice oval track to race around with their charge splats.
3. Add a wall of 3-4 foot high spikes about 10 foot out in front of each entrance. This will also prevent spawn splat issues. :)
Just fun things to do:
Add weapons onto the arena floor, or have crowds in the more famous arenas for later level gaming where if you please the crowd they throw in extra weapons.