Chances are you won't be using most of it anyway. Hahah.
Oh you've found my inspiration. XD
And yeah, I do kinda make certain arenas for lower powered bouts.
Like, would you really want to have a low or mid tier fight in a whole city? Would take too long for the combatants to even find each other, much less fight.
Hello everyone, It's me again, With two Questions:
1. how does arena combat work, because it perplexes me how the system works, like how do you determine if you successfully hit the opponent or, you dodge a bullet ,or, That your magic pierces through the enemy's armor, things like that without an external object (dice for example.) to determine success. I do know that I saw in the Characters tab of @GreivousKhan's arena , ( I forget the dudes name.) had this one elf character, and in the Profile/Information it did mention how much weight she could lift and how fast she could run. I can deduce that It is obviously a Information to determine results inside of an arena.Just give me the best explanation of how combat works.
2.What are the rules regarding characters:
a.what requirements in terms of information should a character have (obviously, they can not be completely god-like/invincible.)
b.do you keep the character you made if he/she wins, or can you make a different combatant.
c.If they lose, are they in most cases dead with the exception of characters like those created by @GreivousKhanand@DJAtomika who are immortal.
d.are there roleplays where the characters are more realistic, Considering your characters from the descriptions i have read of them are practically super-heroes/villains, and as cool as that sounds (and I will do that, I am not against playing Uber-powerful characters, I want to play a character who is more down-to-earth.(silly question IK, but just asking in advance if I ever play ranked and try to gain points for a future season.) Thank you in advance.
And also, I think the best way to get properly introduced to the Arena, besides talking, is to take part in a practice bout! :D
Wouldn't you agree, IN?
Obu? Didn't expect to be called here. But alright, I guess I have a bunch of questions to try for...
1. While I may be a new arena fighter, if we were to have character who "survive" their battles, could they potentially learn from such an experience? Like say if my heavily armored fighter figures out some flaws within his techniques and tactics after they've been exploited by another, could I justify having him learn how to cover those weaknesses before the next fight?
2. What are the limitations of items used for combat? Obviously an armor made of an unbreakable material is grounds for an overpowered character, but regular steel full plate does happen to do a pretty good job at keeping pointy blades out of your fleshy bits. And what about those who have magical armor or simply one of high quality? A similar deal with weapons too. As silly as it may sound, I do kinda envision a future where my brawny heavy armor fighter goes up against a modern soldier and having a good chance to deflecting/shrugging off the bullets with his armor.
3. Reasonable amount of skills/proficiencies for low level characters? My character is basically an Arena adapted version of my level 6 pathfinder orc fighter, but inventory aside, his feats and skills at least mean he's proficient in all simple and martial weapons (That's everything from clubs to spears to bows and crossbows, various swords, axes, clubs, and polearms), as well as one exotic weapon known as the double orc axe. He also has feats for two-weapon fighting (which allows him to make use of that double orc axe), toughness, and the ability to channel all his might into a single focused blow (Power attack + Furious Focus). I also had it in mind for my character to take feats to make him more proficient in heavy armor. That is to say, the usual "Weaknesses" like being slow and cumbersome becomes mitigated as he drops the armor check penalty to zero (Currently for my character it's at a -2, which is a big improvement over the usual -6 from full plate).
4. Are we limited strictly to human/humanoid fighters? Amongst one concept I have is an amorphous character who is akin to Arakune from the blazblue series, but giving up his Curse ability for greater defensive ability and agility. Not quite a stonewall in the sense he's nothing but defense, but neither is he a fragile speedster in that he can't take a hit, but fast and durable at the price of lowering his overall damage output. Also the fact he's a shapeless, amorphous being. Can't exactly grab his nonexistent arm or decapitate his nonresistant neck.
5. This one is more character dependent, but if our characters have a penchant for "Cheating" or "Dirty Fighting", do we need to inform our opponents if we chose to express that by bringing allies? Like if I create a fairly roguish character who runs with a gang, and calls on that gang to swarm my opponent while he gets a stab in between the bodies. And I don't just mean my own NPC's either: I'm wondering if I could even call in another Arena fighter if it's within my character's personality.
Obu? Didn't expect to be called here. But alright, I guess I have a bunch of questions to try for...
1. While I may be a new arena fighter, if we were to have character who "survive" their battles, could they potentially learn from such an experience? Like say if my heavily armored fighter figures out some flaws within his techniques and tactics after they've been exploited by another, could I justify having him learn how to cover those weaknesses before the next fight?
2. What are the limitations of items used for combat? Obviously an armor made of an unbreakable material is grounds for an overpowered character, but regular steel full plate does happen to do a pretty good job at keeping pointy blades out of your fleshy bits. And what about those who have magical armor or simply one of high quality? A similar deal with weapons too. As silly as it may sound, I do kinda envision a future where my brawny heavy armor fighter goes up against a modern soldier and having a good chance to deflecting/shrugging off the bullets with his armor.
3. Reasonable amount of skills/proficiencies for low level characters? My character is basically an Arena adapted version of my level 6 pathfinder orc fighter, but inventory aside, his feats and skills at least mean he's proficient in all simple and martial weapons (That's everything from clubs to spears to bows and crossbows, various swords, axes, clubs, and polearms), as well as one exotic weapon known as the double orc axe. He also has feats for two-weapon fighting (which allows him to make use of that double orc axe), toughness, and the ability to channel all his might into a single focused blow (Power attack + Furious Focus). I also had it in mind for my character to take feats to make him more proficient in heavy armor. That is to say, the usual "Weaknesses" like being slow and cumbersome becomes mitigated as he drops the armor check penalty to zero (Currently for my character it's at a -2, which is a big improvement over the usual -6 from full plate).
4. Are we limited sticky to human/humanoid fighters? Amongst one concept I have is an amorphous character who is akin to Arakune from the blazblue series, but giving up his Curse ability for greater defensive ability and agility. Not quite a stonewall in the sense he's nothing but defense, but neither is he a fragile speedster in that he can't take a hit, but fast and durable at the price of lowering his overall damage output. Also the fact he's a shapeless, amorphous being. Can't exactly grab his nonexistent arm or decapitate his nonresistant neck.
5. This one is more character dependent, but if our characters have a penchant for "Cheating" or "Dirty Fighting", do we need to inform our opponents if we chose to express that by bringing allies? Like if I create a fairly roguish character who runs with a gang, and calls on that gang to swarm my opponent while he gets a stab in between the bodies. And I don't just mean my own NPC's either: I'm wondering if I could even call in another Arena fighter if it's within my character's personality.