Gameplay
Gameplay in The Arena is simple. It comprises tactical combat atop a standard battle mat or battle grid, or array of mats or grids. While the default setting for battle in The Arena is the sandy floor within a coliseum full of spectators, The Arena can be shaped by the Master of Conflict to conform to any sort of design. For instance, The Arena could be a small tropical island surrounded by water one day, the inside of a volcanic crater the next day, and a graveyard after that. It could be a dungeon, a crypt, or even a shimmering bridge of rainbow light crossing a star-filled void. The physical characteristics of The Arena are entirely up to the Arena Master to decide; it should simply be the case that escape from whatever confines are decided upon by the Arena Master is impossible. The Master of Conflict can and will prevent any attempt at egress, be it physical or magical. In all cases, whether or not the combatants can see the spectators, the spectators can see them.
A session of The Arena begins with the combatants undertaking their downtime period following their previous bout. Characters spend their downtime in the Demiplane of Conflict, visiting a shop or taking advantage of other services. Once downtime is concluded, which should be brief, the battle begins.
The Arena Master should consult the Combat Encounter Difficulty guidelines (DMG 68) to determine the specifics of any given battle in The Arena. Battles should be structured so as to be Deadly or Extra Deadly, depending on the consensus preferences of the combatants. Extra Deadly encounters are not present on the table, but are approximately 150% the XP value of a Deadly encounter (meaning at least one character death is quite likely). This means the Arena Master should know how to adjust a battle up or down by adding or removing one or more monsters, or by including or eliminating one or more traps or obstacles, so as to be prepared to run either a Deadly or Extra Deadly battle. Extra Deadly battles should be reserved for groups who are experienced in basic combat tactics in D&D.
Play begins with characters entering The Arena. This could be the result of magical transportation, or it could involve the characters entering through one of the gates leading into The Arena. In the latter case, the layout should be described to the players, and each character should take one move action to place him or herself in The Arena. Once all the characters are in The Arena, initiative is determined and the battle begins. The monsters or opponents may or may not be present in The Arena, or may be hidden from view. This is entirely up to the Arena Master and will vary according to the specifics of any given battle.
Prior to beginning play, characters should have a chance to precast spells or use other abilities with a duration long enough to last enough time for them to move from a holding area to the floor of The Arena. For instance, it would be entirely appropriate to allow a character with the Inspiring Leader feat (PHB 167) to use that to bolster the party prior to beginning battle. In general, a character can precast or use one ability that has a duration of one minute, with the assumption this is cast immediately before entering The Arena, and any number of spells or abilities of a 10 minute or greater duration for which the character has sufficient spell slots or ability uses to do. Of course, all of the precasting and ability usage counts against the character's uses and available slots. For purposes of casting ritual spells or undertaking other lengthy preparations, characters are considered to have a 70 minute window in which these activities are taking place, where all the characters are together in a holding cell or similar area.
At the conclusion of a battle, each survivor is awarded Prestige and receives one Astral Token. In addition, the spectators shower the combatants with coin. To generate the sum, the Arena Master should roll on the Individual Treasure tables (DMG 136), once based on the CR sum for the party (the CR value of a creature of the total XP value of the party as given by table on DMG 68). For instance, if the combatants defeated two CR 1 creatures and one CR 5 creature, the Arena Master would roll once on the Individual Treasure table for CR 5-10 treasure table, dividing the total among all surviving characters. In the event the combatants elected to undertake an Extra Deadly battle, the Arena Master should adjust the result of the d100 rolls on the table up by one category, doubling the result if the maximum award was already rolled. Characters may then go engage in downtime activities prior to their next bout.
In addition to the awards granted to the survivors of a bout in The Arena, a player's secondary characters and the Arena Master are also entitled to awards, as outlined in the combatants section.
To see examples of scenarios that have taken place in The Arena, please see the Previous Arenas section.
A session of The Arena begins with the combatants undertaking their downtime period following their previous bout. Characters spend their downtime in the Demiplane of Conflict, visiting a shop or taking advantage of other services. Once downtime is concluded, which should be brief, the battle begins.
The Arena Master should consult the Combat Encounter Difficulty guidelines (DMG 68) to determine the specifics of any given battle in The Arena. Battles should be structured so as to be Deadly or Extra Deadly, depending on the consensus preferences of the combatants. Extra Deadly encounters are not present on the table, but are approximately 150% the XP value of a Deadly encounter (meaning at least one character death is quite likely). This means the Arena Master should know how to adjust a battle up or down by adding or removing one or more monsters, or by including or eliminating one or more traps or obstacles, so as to be prepared to run either a Deadly or Extra Deadly battle. Extra Deadly battles should be reserved for groups who are experienced in basic combat tactics in D&D.
Play begins with characters entering The Arena. This could be the result of magical transportation, or it could involve the characters entering through one of the gates leading into The Arena. In the latter case, the layout should be described to the players, and each character should take one move action to place him or herself in The Arena. Once all the characters are in The Arena, initiative is determined and the battle begins. The monsters or opponents may or may not be present in The Arena, or may be hidden from view. This is entirely up to the Arena Master and will vary according to the specifics of any given battle.
Prior to beginning play, characters should have a chance to precast spells or use other abilities with a duration long enough to last enough time for them to move from a holding area to the floor of The Arena. For instance, it would be entirely appropriate to allow a character with the Inspiring Leader feat (PHB 167) to use that to bolster the party prior to beginning battle. In general, a character can precast or use one ability that has a duration of one minute, with the assumption this is cast immediately before entering The Arena, and any number of spells or abilities of a 10 minute or greater duration for which the character has sufficient spell slots or ability uses to do. Of course, all of the precasting and ability usage counts against the character's uses and available slots. For purposes of casting ritual spells or undertaking other lengthy preparations, characters are considered to have a 70 minute window in which these activities are taking place, where all the characters are together in a holding cell or similar area.
At the conclusion of a battle, each survivor is awarded Prestige and receives one Astral Token. In addition, the spectators shower the combatants with coin. To generate the sum, the Arena Master should roll on the Individual Treasure tables (DMG 136), once based on the CR sum for the party (the CR value of a creature of the total XP value of the party as given by table on DMG 68). For instance, if the combatants defeated two CR 1 creatures and one CR 5 creature, the Arena Master would roll once on the Individual Treasure table for CR 5-10 treasure table, dividing the total among all surviving characters. In the event the combatants elected to undertake an Extra Deadly battle, the Arena Master should adjust the result of the d100 rolls on the table up by one category, doubling the result if the maximum award was already rolled. Characters may then go engage in downtime activities prior to their next bout.
In addition to the awards granted to the survivors of a bout in The Arena, a player's secondary characters and the Arena Master are also entitled to awards, as outlined in the combatants section.
To see examples of scenarios that have taken place in The Arena, please see the Previous Arenas section.