| Post/Author/DateTime | Post |
|---|---|
| Iron Cobra06-28-05, 07:42 PM | Hey all, I am here to gather on your experiences pertaining to gladitorial combat, and having the PCs experience it a la tag team format. The premise is that the domed arena in the middle of this desert is a host for a multitude of combatants that neutral evil gnoll rangers that patrol the area capture, for the corrupt human sultan to watch for his pleasure. There is a centered anti-magic aura emenating in there, so the party cleric (watching from the shadows) can't do a thing. And at the time, the druid was capture in wolf form, and is now caged within the structure itself. The combatants selected were the party Fighter and Rogue. Now, what monsters are top choices to emphasize teamwork, but also aren't overly vulnerable to the sneak attack of the rogue? FYI, the characters are as follows: Human Fighter 5 specialized in bastard swords Half-Elf Rogue 6 investing in ranged combat and somewhat with daggers (lacks his bow at the moment) Any help in this matter would be appreciated. |
| Shaken, not Stunned06-28-05, 07:57 PM | The damage output of your sneak attacking rogue with non-magical daggers and a strength of 10 will average out to around 14 points per hit. If he has TWF and a dex of 18, that totals him at +6/+6, another way of saying 50/50 hit/miss ratio against the average opponent. This means he averages around 14 points per round. Your fighter, who will be non-magiked up, will average the same if he uses two hands with an 18 str and weapon specilization, prior to adding in miss chance. The difference is minor. Beyond that, your fighter will be the better climber, jumper and swimmer (with both a higher strength and likely more ranks in climb). Your rogue will be able to balance, tumble, escape, disarm, etc. I suggest you create an encounter involving a goal of some sort. The contestants are thrown into a pit with a mound. On top of the mound is a pole surrounded by traps and such. The arena begins to fill with some sort of acid, so the players must move towards the top of the mound or take acid damage (something negligable, like 1d6) every round, no save. To make things interesting, throw in two other adventurers. There is only room on the pole for two people. Don't worry to much about sneak attack, and try to make it more interesting that 'I hit bad guy A.' |
| BeyondFated06-28-05, 08:00 PM | Does the Anit-magic field affect the arena as well? If not, send a few spell casting Hobgoblins at them. Better yet, fighter/sorcerers. It would really keep them on their toes when the brawlers start hurling magic. If the AMF does affect the arena, send in barbarians. That would promote the fighter and thief to stay away from their enemies, and try and strike at a distance. Also, remember terrain, don't have them fight on flat ground. Have random walls pop up from the ground, seperating them. Also, have high ground for the combatants to go for. If this sultan can afford a large AMF, then I'm sure he'd shell out for a cool fighting arena. Oh, oh! And don't forget traps! Spread them evenly, so that the players and NPCs are both at risk of a arrow flying at them. |
| Iron Cobra06-28-05, 08:02 PM | "room on the pole for 2" That reminds me slightly of American Gladiators. Well, that idea would normally be a fine one to use, but the PCs are under the impression when we start back up tomorrow night that they'd be fighting something to the death. So perhaps have them fight them while maintaining balance? My only fear is a shoddy set of rolls that sends the Fighter to an early grave... :confused: As for traps, a few ideas had were as such. 1. Spiked walls to prevent the PCs from fleeing too much 2. Spiked pits interspersed to keep them on their toes. 3. A small stucture, or fort in the middle to fight in and around, provide cover at times. 4. Broken rubble or occupied squares to slow/impede movement. |
| Shaken, not Stunned06-28-05, 08:04 PM | Don't think like a balance beam. Think like a flag pole, but thicker. You seen Mulan? |
| Iron Cobra06-28-05, 08:10 PM | I've only seen bits and pieces of it. the AMF field is solely in the fighting area, but the Sultan deemed all magic users viewing the event wear manacles which disable their spellcasting abilities to prevent things from getting out of hand. The only one unaccounted is the Cleric, who can't cast directly into the field. What would some good potential opponents/survivors be like? Straight monster/humanoid or class levels as well? |
| BeyondFated06-28-05, 08:10 PM | Here's another idea, send them into a maze, filled with losta weak mosnters, and have both characters on opposite sides, trying to get to the middle. The maze can be as complex or as simple as you want. Heck, I envision it something like that old Nickelodian show, Omac's Temple or something. They could run through pits filled with quicksand, and fight goblins an such. It would be really cool! Also, I think that class level enemies would be better, from a challange standpoint and a roleplay one. Because, come on, how easy would it be to get a manticore, or something, to stay put in the arena? |
| Shaken, not Stunned06-28-05, 08:19 PM | If you are going for that gladiatory feel, make some highly specialized enemies. Trippy dudes, grapple-y dudes, disarmy dudes, and some guys with wied equipment sets. Things like whips, nets, bolas, all those wierd, seemingly useless deals from the numerous source books. Animals (straight animals or magebred) are also great, particularly animals with abilities which mimic specialty combat manuevers, like wolves, tigers, bears, etc. |
| RASVIMofIO06-28-05, 09:13 PM | Don't forget centaurs, minotaurs and any low power dragon. |