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The Rules:Basic Perhaps a Printable View? Basic RulesWithin this document you will find all the basic rules you need to know before you start playing in the Arena.
Table of ContentsCreating a CharacterPreparing for a Fight Fighting Screen Name PolicyTo qualify to play, your screen name must meet the following requirements:
If your screen name doesn't meet a requirement listed, you will receive mail indicating you cannot make a character on this screen name. To play the game, you must switch to a different screen name (or make a new one).
Creating a CharacterBefore you create a character, make sure your email is set to receive mail from @rhydin.net names. On the same subject, you will also need to be able to enter chat rooms and send and receive Instant Messages either throuh AIM or AOL.To create the character, click on Create a New Character. Carefully follow the instructions there to submit your character.
Setting up a FightRefer to the Game Schedule for the days and times a host will be available to referee fights. If a host isn't present at the scheduled time, check the message boards for last-minute information. Each night, usually 10-30 minutes before the first host is scheduled to arrive, players will gather and begin looking for opponents. When you arrive, announce your class, stats (hit points/spell points) and that you wish to fight. For example:I am a Ranger/Cleric 30/15. Would anyone care to fight? If someone is interested, they will respond in the chat room, or else send you an Instant Message (IM). Make sure your opponent's rank points are near your own. If you're an Apprentice and your opponent is a Journeyman or Craftsman, you will have a hard time winning.
The Fight ListOne of you will need to send a Fight IM to the host, so it can be added to the Fight List. If it's later than the scheduled start time, and the host seems to be in the middle of running a fight, politely ask onscreen if you can send him a Fight IM. Don't send him the IM until he acknowledges it onscreen. If it's too late, he might tell you the list is closed, or if he's busy, he may ask you to hold onto the IM for a few minutes. Otherwise, he should acknowledge it in a minute or two, after which time you can send him an IM with the names of you and your opponent. Both names must be clear (and known) when the IM is sent.If it's earlier than the scheduled start time, the host probably hasn't called for fights yet. If you're the one sending the Fight IM, open a new IM window and get it ready to send. When he says you can send your fight to him, send the IM. Everyone else will be doing the same thing, so a fast connection and quick wits can earn you an early fight. Make sure you don't send the Fight IM too early, before the host calls for them, or he may send your fight to the end of the list. Using Instant Messages or Chat Invitations to intentionally confound another player during this time may result in an Unsportsmanlike Conduct call. In either case, in a couple minutes he'll send you back a number, which is your position on the Fight List. Don't respond to this unless he includes a question, so he has less IMs to deal with. If fights haven't started yet, you can try to gauge when your fight will happen based on the number. Otherwise, you won't be sure what number is up, unless the host is thoughtful enough to send you your relative position on the list. While you wait, you're encouraged to roleplay in the room with the other players, make friends, form alliances, and whatnot. Some nights, particularly when one host is scheduled alone, a high fight number can mean your fight won't get up, at all. The host may tell you or announce onscreen there's little chance your fight will get up, if this is the case. Keep in mind, the host isn't required to begin new fights 30 minutes before his shift ends. This is to give him time to answer questions and finish up his report. He may run more, if he wishes. It's irritating to ask constantly what fight number is up, or what the scores are. This distracts the host and players, and wastes time. Hang out and roleplay a little, if nothing more than an elaborate "entrance." If, after a couple minutes, it's not clear where your new fight stands on the list, try sending an IM to a player you know and ask them if they know what fight number is up. The host may also announce the numbers with the new fights, as they're called to the rings.
Rank DifferenceCharacters may fight others in the same rank, and anyone up to two ranks in difference. For example, a Master can fight a Grand Master or a Journeyman, but not an Apprentice or a Champion.If the characters fighting are two ranks different, there is a modifier applied to points won. If the high-ranking character wins, he gets half the usual number of bonus points, rounded up. If the low-ranking character wins, he gets one extra bonus point. These are applied before the 5 point cap, described later. For example, a Grand Master defeats a Master with 81 hit points remaining. If there was no cap, he'd get 9 points (81-90). The host divides 9 by 2, rounding up, and the Grand Master gets 5 bonus points. The 5 point cap still applies, but is applied last. To contrast, if the Master defeated the Grand Master with 41 hit points remaining, he'd get 5 points (41-50) +1 for the two rank difference. However, he cannot get 6 points, so the host awards him 5.
Before the FightWhen your number comes up, the host will take your fight off the Fight List and call you to the ring. It will take him several minutes to get your stats and prepare them before announcing the fight. He will typically ask you to send weapons or specs while he does this.Make sure you're there for the fight. If both you and your opponent aren't in the room when the host calls you to the ring, he will usually cancel the fight immediately. If just your opponent isn't present, the host may give him a few minutes to show before cancelling the fight and moving on. If this happens to you, you're welcome to find a new opponent and send the fight in, again. However, you'll be back at the end of the list.
Entry FeesThese are automatically collected at the beginning of each match. It costs 10 gp to enter most fights. Fees for special events vary. If the event was posted on the message board, refer to that for the cost to enter. If not, check with the host. Tournament fees generally vary from 20 gp to 200 gp, depending on whether it's a one-time or per-match fee.Guild members' fees are paid by their respective guilds for regular fights, but not in Group Combat. Characters may "borrow" gold from the Arena to enter matches (not for betting), but that money is automatically deducted from their winnings until the balance is paid off. Characters with no gold will not be permitted to bet.
Announcing the FightIn a process of fanfare and commotion, the host will announce the stats for each character fighting in his ring, and list any specs or conditions on the fight. He will not divulge the identity of specs and certain conditions to the room. He may use notation like 11 th and 8 tc to mean "11 to hit" and "8 to cast."It is your responsibility to keep track of your current stats. Make sure the ones he announces are up-to-date, and when he asks if stats are correct, give some sort of affirmation (IC or OOC, no matter; the host's part in the game is a little of both). If the stats or specs aren't right, let him know what's missing. The stats announced by the host will be used during the entire fight and cannot be corrected or changed once the fight begins. This is your last chance to cancel the fight without forfeiting, if you need to do so. Make sure you have enough time you can finish the fight, from this point. It might not be a good idea to start a fight if the weather is bad, and the power might go out.
During a FightFighting is turn-based. Before each round begins, the host will call for IMs. Once he receives these, he'll call for INIT rolls, and from there, you will act in the order of your initiative. Players are encouraged to respond promptly to each of the host's calls. If a player cannot or will not respond promptly after several rounds, the host may cancel the fight.During the fight, your character can be at one of two ranges with his opponent: melee range (close up), or missile range (distant). Most fights begin at missile range, unless starting at melee range is a condition of the fight.
Rolling DiceThe Arena is a game based as much on dice rolling as strategy. AIM has a command that will automatically roll dice for you and display the results on the screen for everyone to see. To roll dice, type in just as you would an ordinary line of chat...
//roll-sides#-dice# OR ...where # is a number. It's best to put .0 after the numbers, or AIM may roll the wrong type of dice from time to time. Don't use the above examples when trying to learn how to roll. You must substitute a real number in the place of a # sign (see below). So to roll 2 dice with 20 sides each, type one of the following two lines:
//roll-sides20.0-dice2.0 The system will display the results like this: OnlineHost : Member123 rolled 2 20-sided dice: 13 9 The Arena uses standard abbreviations to tell you how many dice and how many sides to roll. The first number is the number of dice to roll, "d" stands for dice, and the number following stands for the number of sides. When only one die needs to be rolled, the 1 is often omitted. Therefore, "d10" means 1 die with 10 sides, "2d3" is 2 dice with 3 sides, "4d20" is 4 dice with 20 sides, etc. The example above is then a roll of 2d20. To switch the dice rolled, simply change the numbers on the fly before you send the command. //roll-sides20.0-dice1.0 would roll 1d20. There is a different notation on The Arena Character sheets, under Missile Weapons. The weapon name is followed by the number of missiles remaining, in parentheses. After this, there is a number before a slash, then a dice notation. This indicates the number of missiles fired each round, followed by the damage per hit. 2/d6 means two shots per round, each hit doing a 6-sided die of damage. This weapon would require that you roll 2d20 to see what hits. 1/2d5 means the weapon only gets shot per round, but each hit does 2d5 damage. This weapon requires that you roll 1d20 to see what hits, but if you do hit, you'll roll 2d5 for damage.
IMsWhen the host calls for IMs, send him an Instant Message with your intended move for the next round. Legal moves in a regular fight are:Attack: Use your weapon to attack your opponent. If you are at melee range, you will swing your melee weapon at your opponent. If you are at missile range, you will throw (or fire) your missile weapon from range. You cannot use your melee weapon at missile range, and vice-versa. It's acceptable to use similar verbs (stab, swing, fire, throw, etc.), if you wish. The host will understand what you mean. Cast a Spell: Spells can be cast from any range, as long as you have enough spell points remaining. If the spell's cost is variable, make sure you specify how many spell points you're using, or how many rounds you want. See below for details. Advance: Moves your character to melee range. You cannot advance when you're already at melee range. Retreat: Moves your character to missile range. You cannot retreat when you're already at missile range. Pass: If you don't want to act, you may pass. Under normal circumstances, it isn't a good idea to pass while your opponent is attacking you. However, it can be useful as a show of goodwill when your opponent must recover from a fumble. Count Missiles: Most characters can bring no more than 30 missiles (arrows, darts, etc.) per match, even if they own more. Rangers are the exception; they can use as many as they need. If you want, you can spend a round counting your remaining missiles. There is no chance of failure, and no roll is required. The host will IM the result to you. It is more economical to keep track of your own missiles, since this wastes a round. Count Spell Points: Spellcasters can check their remaining spell points. Since it is more reasonable to keep track on your own, this move is rarely used. To succeed, you must roll to cast successfully. If you are hit before you act, this move will be disrupted, just as a spell would. If successful, the host will IM the result to you. Use an Item or Power: If your character has brought a spec to the match such as a net, potion, or scroll, you may use it. See the Trading Post for more information. Likewise, special powers (such as Tournament Powers) may be invoked this way, if needed.
INITsThe host will call for initiative rolls after he records each character's move. Most classes will roll 1d6 for INIT. If you get to roll a higher INIT die, it will be found in the upper right part of the character sheet. The character with the higher INIT roll acts first. In the case of a tie, both act simultaneously.Keep in mind, there are spells and effects which add to or subtract from the INIT roll (eg. Ice Bolt), or eliminate it altogether (eg. Hold). In some cases where it won't matter, the host may elect not to call initiative, and simply continue to the next step.
AttacksDepending your character's move, you will usually be required to roll dice to determine success. For example, you must roll 1d20 to cast a spell, and if the result is equal to or higher than your To Cast score, your spell takes effect. If it's lower, your spell fizzles. No roll is needed to advance, retreat, or pass. To attack, you might need to roll 1d20, 2d20, or 3d20, depending on the weapons you're using. If your roll is equal to or higher than your To Hit score, you hit. If not, you miss.
Damage and SavesIf your roll is successful, the host will call for damage. The damage you inflict will be based on the weapon or spell used. If you hit with a Broad Sword (d10), you will roll 1d10 for damage. If a spell was cast, the host may also ask the opponent to save. Saving throws are successful if you roll equal to or higher than your To Save score. Some saving throws eliminate the spell entirely, some cause the spell to inflict only half damage, and others reflect the spell back on the caster.If damage is modified, the order of operations will be to add, multiply, subtract, then divide. Thus, any subtractions to damage are not multiplied, but additions are. Additionally, all damage is done before any healing at any given INIT. Much like Sweep is only successful if an init is won, any healing effect will only save a person from falling if that person wins init. For example: Member123 has 10hp left and MemberABC has 5hp. Member123 does 10 damage to MemberABC and MemberABC heals for 6. In order for MemberABC to survive the round, he must have a higher init than Member123 - not the same! If they tie for init, MemberABC will still fall before healing.
SpellcastingCheck your class for more information on which spell list(s) you can use. By default, you have access to all spells in the Offensive and Defensive categories of the list. When you cast a spell, spell points will be used whether the spell is successful or not. Though there is a chance to get your spell points back with a critical cast, you can never use this to cast a spell for which you already don't have spell points. If you are hit before you can cast, your spell will be disrupted, and you will be allowed a Backup Move.Unless otherwise stated, spell durations begin the round they're cast, except when the opponent can't be affected. For example, a Minor Reflect spell cast last in the round will begin the following round. On the other hand, a Hold spell cast against someone who has a Talisman of Free Move will take effect (and fail) as usual. Offensive effects take place immediately, when applicable. Defensive effects, including healing, begin just after the spell is cast. For example, if a paladin heals himself just as an opponent swings a finishing blow, the healing won't kick in before he has already lost. Only one of each spell can be cast at a time. For example, if a Druid/Mage has an Armor spell going, he can't cast it again to double the effect. The second spell will simply fail to manifest. However, he can combine Armor with Rockskin and get this effect. Spells that begin the following round, such as Hold and Fear, can be renewed by casting them the round before they end. If a spell is ongoing, it will be "in effect" until the end of the final round of its duration. Thus, a Hail Storm cannot be renewed before the last round ends.
Backup MovesIf you attempt to cast a spell but are hit first, your spell will be disrupted. This means you lose the spell points, and the spell, but instead get a Backup Move. By default, your Backup Move is to attack with your weapon. In other words, if you don't specify, this is what will typically happen. However, you can specify another Backup Move along with your IM to cast. Only the following moves can be used as Backup Moves: Attack, Pass, Count Missiles, Use an Item or Power.
CriticalsIf you roll a natural 20 to hit, your damage will be multiplied anywhere from x1 to x3. This "Crit" factor is listed on your character sheet. Thieves critical hit on a roll of 19 or 20.If you roll a natural 20 to cast, you get your spell points back. In effect, the spell costs you nothing to cast. Keep in mind, however, that you still have to have spell points to cast, in the first place. If you roll a natural 1 to hit or cast, you fumble or critfizzle, respectively. This is often played out as dropping the weapon, suffering magical feedback from the spell, etc. In addition to failing the current move, you lose next round recovering. Leaving the fumbled weapon(s) isn't an option. However, the effects are not cumulative with rounds you lose via other means (eg. a Freeze spell).
ScoresEvery few rounds, the host may announce the current hit point totals of you and your opponent. This is usually listed something like "74/56 Lizard Man," meaning Lizard Man is ahead in the fight with 74 hp left, and the opponent has 56. The pace of the fight will determine how often the host announces these. It's a good safety valve, because players can check the scores before the fight progresses too far. However, you don't need to keep track on your own.If you do keep track and the scores announced don't match yours, let the host know and, if he allows it, send him your numbers each round in one IM (either in terms of damage inflicted or total hit points remaining). He can then scan through his fight sheet and the log and see which one of you is off. Only the combatants may argue scores in their ring, although anyone witnessing a bad roll (either of the wrong die or "faked") should bring it to the host's attention.
CoachingLet each player formulate and apply his own strategy. If you insist on coaching a player, it must be done before or after fights, either IC at ringside or OOC via IM. For example, playing your character at the side of the ring telling a newbie what your best strategy is for defeating his opponent is acceptable. Don't do it during the fight, or you may receive an Unsportsmanlike Conduct call. Respect a player's wishes if he tells you he doesn't want your help. Suggesting a spell once, as the fight progresses, may be acceptable. For example, there are often calls for a wounded mage to "Void!" although this isn't often followed.
AdvancementThe fight will continue until one character's hit points are reduced to (or below) zero, whereupon he falls unconscious. He will stagger off in a few minutes, but unable to fight until the next evening.The winner will have his hit points and spell points restored. Time permitting, he can find another opponent and fight again. In addition, he may gain one or more bonus points, which he can apply immediately to his hit points or spell points. Each class profile lists where characters can put their bonus points.
If the winner has: Let the host know after the fight where you want to put your points. Remember, you can only combine them in certain ways. If you get 4 points, you will never be able to get 2 hit points and 2 spell points. If both opponents fall below 0, the one least in the negative is the winner. He receives no bonus points, but gets the fight purse and may fight again. If both fall at the same negative value, the match will be called a draw. Both receive the regular fight purse for a win, and all bets will be paid off at half return. Neither will be permitted to fight again the same evening.
PayoffsThe fight purse for a normal match is 50 gp (gold pieces). The winner gets the purse as well as the bonus points. However, the net payoff is always less than this. If your character isn't in a guild, he had to pay 10 gp as an entry fee, so he'll gain a total of 40 gp. If he is in a guild, the guild will pay the entry fee for him, but instead takes a tithe of the winnings. For a tithe of 50%, for example, the guild gets 50% of the purse. Thus, a character would receive 25 gp and the guild would net 15 gp, after the entry fee.The host may optionally add a purse of 15-25 gp to each participant for good roleplaying, win or lose. This is only given for roleplaying during the fight, and is fairly uncommon.
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