D&D PvP (Player versus Player) [Archive] - Wizards Community

Post/Author/DateTimePost
Halo99

01-13-07, 12:22 PM
Sorry about short topic, but haven't got much time.

What are the best rules and regulations for player versus player? i.e. starting distances away, levels, prepartion (spells allowed?).

All help appreciated

Halo99
CantripN

01-13-07, 12:27 PM
Depends who you want to win...
But seriously, 200 Feet and only long duration Buffs (that YOU cast) for generic battles seems fair.
Shiikeras

01-13-07, 02:29 PM
What is this, a regulated duel? or is 'player vs player' actually a specific term? If it was an arranged duel, I wouldn't stop them from breaking rules, buffing, preparing death spells, as long as it makes sense.
fatal error

01-13-07, 02:31 PM
Probably an out of game dueling of characters to see whose character is more powerful. If it had anything to do with in-game, it would obviously be decided by the participants.
Prime32

01-13-07, 04:03 PM
Complete Arcane has rules for mage duels, and Complete Warrior has guidelines for gladiatorial combat. You should let the players decide the terms of the fight, though.
kelvinaw273

01-13-07, 04:13 PM
Complete Arcane has rules for mage duels, and Complete Warrior has guidelines for gladiatorial combat. You should let the players decide the terms of the fight, though.

For most players inclined to fighting each other it usually starts when one stabs the other in the back and goes from there to a free-for-all.
Shiikeras

01-13-07, 04:38 PM
Probably an out of game dueling of characters to see whose character is more powerful. If it had anything to do with in-game, it would obviously be decided by the participants.

That makes sense. I've done that with NPCs when I'm bored.


In which case, tell us who the fighters are. Otherwise we're stuck generalizing.
Man in the Funny Hat

01-13-07, 05:11 PM
Sorry about short topic, but haven't got much time.

What are the best rules and regulations for player versus player? i.e. starting distances away, levels, prepartion (spells allowed?).
You mean character vs. character I assume, even if the goal is to crown someone the better player by virtue of having a superior combat character.

First, because the dice are a highly random element you don't want to take the results from just one match, but from a series of matches so that the random elements will be reduced.

Second, if it really is a PLAYER competition then you might want to give players IDENTICAL characters to compete against each other with.

Third, barring the previous suggestion the matches should take place in a variety of circumstances - buff time, no buff time, long distance, short distance, toe-to-toe, unpassable terrain that would maintain a forced seperation between combatants through the whole battle, open terrain, terrain with lots of cover, indoors, outdoors, with standard equipment, with equipment of choice, with NO equipment, opponent in plain sight, or with a search needed to first find your opponent, etc. All those variables make it impossible to take two different characters, plop them down on a given field of battle ONCE, and assume that the outcome really means diddley squat. It HAS to be a series of combats that will at least nominally provide individual characters some opportunity to make the most of their particular combat strengths as well as expose their weaknesses.

For example, wizards almost always have an advantage over a fighter when the fighter must first close a significant distance as it allows the wizard buffing time. Characters fighting from a distance that have access to cover or that can make a fully concealed approach to their foe have advantages, but if denied that will be shown to have weaknesses.

You might even consider that with characters of different classes, or different areas of expertise you're comparing apples and oranges. Pitting a fighter against a single rogue in combat INHERENTLY disadvantages the rogue who generally is going to rely on stealth and the advantages of flanking.

Pitting a missile user against a melee combatant will inherently disadvantage one or the other depending on the circumstances. A missile user will likely have less AC because he intends to stay out of melee and so puts his skill and equipment elsewhere. The melee combatant on the other hand puts skill and equipment into being toe-to-toe and cannot compete fairly if that ability is routinely denied by the circumstances of the fight, rather than the abilities of his opponent.
Halo99

01-14-07, 12:22 PM
Yeah, thanks for the replies.

That's given me alot of ideas.

The main combatants will be fighter or barbarian or paladin versus wizard or cleric.

Halo99

P.S. Sorry, again rushed off my feet with coursework.
halflingofthenorth

01-14-07, 06:10 PM
I would make them play as if they were a miniature in a miniature battle.Except there aren't as many minis or people.
angryman

01-14-07, 10:19 PM
I had a fight between my wizard and another PC wizard a while back. The rules were, long term buffs only and 1d100' apart. It worked well.
frasmage

01-14-07, 10:29 PM
Jsut a note on this, be sure to have a DM/overseer/judge (call it what you want) around to work out any conflicts players might run into. If both players are plain fighters, there shouldn't be too many issues, but if mages or anything complicated is involved, I would suggest you have someone to make the calls.
Leo

01-15-07, 08:07 AM
Choose one day and hour and one open, big circular space. Both combatants can get as many buffs as they can afford till the fight begins. Then they get in oposite sides of the circle. When the fight begins, they are by their own. You can't leave the ring. First man uncoscious loses.

Chance 2:

Wait till your dreaded enemey is sleeping/vulnerable

Fireball/coup of grace for the win.