This document is © Robert Patrician, 2005. All rights reserved. Do
not publish or redistribute without the author’s express written permission.
The
D&D Monster battle arena
Version
1.1
The D&D battle arena was originally set up when
“player versus player” duels were popular on esper.net but getting messy from a
lack of a host for the battles and personal attachments to the characters
used. The monster arena is for killing
some time in a fun D&D battle while practicing combat mechanics. The objective is for players to learn how to
effectively use abilities rather than a giant game of rock-paper-scissors.
Any battle requires 3 persons. 2 are the challengers, and one is the DM. It is the role of the DM to make any rules judgments and
double-check the challengers’ actions.
To begin
The order of events
1. Arena selection
2. Monster limitations
3. Player decision on monster CR dice
4. Monster choices messages to DM, revealed when both are selected.
4b. Redraw (if necessary)
5. Battle modification is rolled
6. Battle commences
Arena
selection
Dice roll |
Arena name |
Description |
1 |
Energy Vortex |
50’ cube with solid stone ground in the middle of an
elemental vortex. Roll an extra d6 to
determine energy type: 1: Fire. 2: Cold. 3: Electric. 4: Acid. 5: Sonic. 6:
Negative Energy. Standing in the
vortex area deals 20d6 of that energy per round. Starting distance is 1d10x5 feet. |
2 |
Encircled by blades |
Thirty foot circle, thirty feet high, infinite swirling
blades outside that deal 20d6 damage per round a creature
remains in this area. The
blades bypass all damage reduction and can strike incorporeal. Starting distance is 1d6 times five feet. |
3 |
Anti-magic arena |
Fifty foot per side cube encompassed in an antimagic field. Starting distance is
1d10 times five feet. |
4 |
The lake |
Battle takes place on an infinite lake of water. There are two 10’ by 10’ islands floating 50’ apart for
starting locations. The lake is 30’ deep universally. Blood in the water attracts half-dragon
dire sharks in 1d3 rounds. |
5 |
Disco from hell |
50’ cube arena with strobe lights. First round: Lights are blindingly bright. Creatures opening their eyes suffer a -10
penalty on attack rolls and 1d6 damage. Second round: Normal illumination. Creatures that opened their eyes round one
take a -5 penalty to attack rolls. Third round: Absolute darkness. Darkvision does
not penetrate the darkness. Cycle
repeats from round 1 next round. |
6 |
Air-ena |
Open air arena. If
you can’t fly, you will hit the poisoned flaming adamantite
spike covered ground 4 rounds after combat starts. |
Monster
limitations
By default, only mortal monsters are allowed
(Outsider, elemental, fey, constructs and undead are prohibited). Monsters must be drawn from the core Monster
Manual. This is modified by the
limitations roll
Dice roll |
Name |
Description |
1 |
Graveyard |
Undead are allowed |
2 |
Elemental |
Elementals and constructs are allowed |
3 |
Exclusive Club |
Outsiders are allowed |
4 |
Nature club |
Fey are allowed |
5 |
Nerd’s wet dream |
Monster Manuals 1, 2, 3 and Fiend Folio are allowed |
6 |
Roll twice |
Roll twice, re-rolling 6s |
Monster
Selection
DM rolls 1d20, which is
the upper limit for challenge rating of monster selection. Alternatively, the players may mutually agree
upon a challenge rating rather than have the DM roll for it. Players may choose a monster below the challenge
rating. Each player has five minutes to
select a monster of that challenge rating or lower. Template monsters are NOT acceptable, even if
the ‘example’ monster is of the proper CR. Game
system is 3.5, so relevant errata applies to fiend
folio and monster manual 2. Players
message their selections to the DM, who reveals the selections at the end of
the 5 minute time limit.
Redraw
(Optional)
In the course of the players selecting their monsters, a pairing
may occur where neither monster is able to hurt the other. An example would be an incorporeal creature whose only attack is
negative energy, against a creature immune to negative energy that is unable to
hurt an incorporeal creature. In
this case, the DM may have both players redraw.
Alternatively, a pairing may occur where the one player has a ‘clear and obvious’ path to victory, such as complete immunity
against all of the other player’s attacks. In
this case, the DM will have the player in the unwinnable situation repack his
monster without revealing the choice of the other player.
Battle Modification
Dice roll |
Name |
Description |
1 |
Flat as a board |
Vertical movement is disabled. Combat takes place on a flat plane. |
2 |
Wild magic |
Any spell-like ability, spell, or supernatural ability
used has a 50% chance to affect the wrong target. |
3 |
Magebane |
Spells and spell-like abilities are disabled for this
match |
4 |
Full battle |
Death/autokill effects (A mind
flayer’s brain extraction, a flesh jelly’s absorption, a balor’s
vopral sword) are disabled. |
5 |
Swap |
You use the monster that your opponent chose. |
6 |
Neutered |
Supernatural abilities are disabled for this match |
7 |
Penetrated |
Spell resistances are disabled for this match |
8 |
Max |
All variable numeric effects are maximized (including hit
points) |
9 |
Min |
All variable numeric effects are minimized (lowest
possible roll, including hit dice (1 per hit dice)) |
10 |
Roll twice |
Roll twice, re-rolling 8s. Re-roll if max and min are selected. |
House rulings so far
Burrowing: Burrowing is
treated as ‘flying’ underground. Unless specifically stated, the burrowing creature leaves a tunnel
that an opposing creature can follow. In
this case, the battle becomes a tunnel as wide as the burrowing creature.
Ring-out: Causing a creature to leave the plane
of existence, or to be taken to an area where travel back to the area is not
possible, counts as a victory.
Stalling (Mechanic in process, will fully
implement when more organized battles are set up) : In the interest of people not being cheap-assed, creatures are
there to attempt to fight. If a player
refuses to attack, they may forfeit the game at the DM’s discretion. For example, if a battle is a hawk VS a badger, and the hawk player refuses to attack, the DM may
award victory to the badger. Similarly
if the badger refuses to leave a burrowed position the hawk may be declared the
winner.
Summoning
If the summoning ability
is to summon another of the same creature (such as a Kelvezu
(demon) summoning another Kelvezu, the death of
either creature results in a loss.
If the summoning is of
lesser creatures, such as a pit fiend summoning lemurs, or the use of a summon
monster spell, then the death of the summoned creatures does not result in a
loss.
The death or surrender
of the ‘main’ creature ends the combat, regardless of existing summons. An exception to above is if the remaining summoned creatures have
the capacity to ‘break’ the enchantment, such as with dispel magic, and are
able to act before the main creature’s next action.
Intelligence
Your creature may act as intelligently as you wish. This is a battle of the monsters in terms of mechanics and
strategy, not roleplay. Any arguments of “He can’t do that, his creature isn’t smart
enough to do that” will not be accepted.