Eventyr Coliseum
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Coliseum Battles

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Coliseum Battles Empty Coliseum Battles

Post  paroikos Tue May 04, 2010 7:30 pm

These are the rules for official battles:

Single battles:

A single battle is between two opponents. The match will be scheduled ahead of time and at the appropriate time agreed upon by the competitors and the attending Battle Master they will meet in the Coliseum. The Battle Master will announce the battle and let the players into the arena. Then the competitors will select the blocks that will represent them on the field. Once the battle master has approved then the competitors will place their blocks in the starting area anywhere they choose. Unless otherwise specified the starting area is the back 3 rows of squares against the gate the fighter entered through. When you are ready you will stand on your block, where you will stay when it is not your turn.

The Battle Master will then request each opponents defenses to be whispered to him privately so that he can record them personally. He will then request the initiative rolls. Once they are given then the Battle Master will declare the battle begun.

Single battles will be carried out in one of two ways: traditional rules or duels.

Traditional rules will follow all the normal Dungeons and Dragons 4th Edition rules.

Duels differ mainly in one regard: each competitor takes one action at a time instead of a whole turn. A round consists of three actions from each competitor. The fighter with the highest initiative goes first, and then it alternates until each duelist takes 3 actions. These three actions must be the usual three action types: 1 standard, 1 move, 1 minor. They can be used in any order, and minors can be substituted for standards, etc. Rules for other actions are as follows:

Free: Free actions function as normal and can be taken as often on your turn as you wish.

Immediate: Immediate reactions and interrupts function as normal, once a round.

Opportunity: Opportunity Actions are usually once a turn, but because you're opponents turn is happening with yours and there are only two of you, then you get one a round.

Delay: Delaying will be handled slightly different in duels. If your turn to take an action comes and you decide not to take one then you delay. Your opponent will take an action and then you will be offered another action. You can either delay again or take your action. Delays will be counted as taking an action.
What Delays can't do: Delaying cannot put your character on the top initiative on the next round. If you delay as your last action at the end of a round then the next round begins with your opponent. You cannot "jump in" on the highest initiative. You also cannot save up actions with delays. You cannot let your opponent take 3 actions and then come off of delay and use 3 yourself. Once your opponent has taken their last action then you can take one if you wish, but only one.

Ready: Readying an action is different in duels. To ready an action you must have an unused standard action, either from your normal standard action or an action point. When you ready an action you choose a trigger for that standard action. This trigger will be whispered to the Battle Master so your opponent will not be aware of it. Once the Battle Master has approved combat continues after your action has been readied. If your opponent sets off your trigger you are allowed to then take your standard action, reacting to the opponent. This can interrupt an opponents move is the trigger is something along the lines of, "When opponent steps within range." After this your opponent can choose to continue moving. If you were to interrupt a charge with a trigger like, "When my opponent steps adjacent to me," and your opponent charges, then your action goes first.

Action points: Spending an action point gives you an extra standard action on this round, it can be used immediately, readied, or can be substituted for a move or minor action.

When one opponent falls "unconscious" then they can either admit defeat or make death saving throws as normal, hoping to rise before they are coup de graced.

Any problems with the duel system not mentioned here will be handled by the Battle Master in the coliseum when they arise.

Group Battles:

Group Battles consist of teams of competitors. These teams need not be even, but many official matches will be required to be even.

Almost all Group Battles will be carried out under normal Dungeons and Dragons 4th Edition rules.

Set up is similar to a single battle, except that the last 4 rows are usually acceptable as the starting area and the block that represents you is shared by your team. When it is not your turn then you will be standing on your block to show it is yours.

Taking Actions/Turns:


When the Battle Master announces your turn you may step off of your block. You then announce what action you will be taking. If the action includes movement then you will set a new block where you want to move and then break the old. If the action is an attack then you will declare the result of your roll after all bonuses are applied to it. The Battle Master will check the roll against the defense you declare it against and announce a hit or miss. You will then announce any effects your attack has.

If something triggers an immediate reaction or interrupt let the BM know as soon as you can. The BM may not allow backtracking, so if an impending attack could pull an interrupt from you be prepared to say "interrupt."

You are responsible for your own hit points throughout the battle, announcing you are bloodied, and other effects. The BM may keep up with effects on characters at his own discretion.

Other notes:

When a battle or tournament is being planned then it must be specified how rests, daily powers, and action points will work. A tournament can be considered as a one day event, where daily powers can be used once and action points must be earned at milestones. These things will be specified before any competition.

Be an honorable fighter. Do not cheat and lie about die rolls. There are online die rollers if you do not have dice available to you. There is no way to affirm die rolls without letting the BM make all die rolls, which takes some of the fun out of the game, but if it has to be done we will do it. Be honest.

If cheating is suspected then a challenge can be made. The challenge must specify the cause (too many good rolls, too many misses, etc.). The Battle Master will try to discuss it but if the discussion isn't going anywhere than the BM will make all die rolls for the remainder of the battle.

We encourage you to be in character in the coliseum. Describe your attacks, shout things at your opponents. That being said, don't slow down a fight with a monologue, but do have fun with it.

~Grand Battle Masters
paroikos
paroikos
Grand Battle Master

Posts : 30
Join date : 2010-03-02
Age : 35
Location : Baelric Bay, Everett, Eventyr

Character sheet
Name: Jamanros Falconflight
Race: Human
Class: Level 1 Ranger

https://eventyr.rpg-board.net

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