Kommer ni ihåg att jag pratade om att göra regler för gropkamp för ett tag sedan. Här kommer ett utkast. Kommentarer? Idéer? (Vill gärna ha fler saker publiken kan göra).
Friday Night Pit Fight
In FNPF one PC faces one monster in a pit. There is an audience, a referee, hotdogs, etc. Think of it as wrestling, but with sharp weapons.
What follows is a set of rules for stagning FNPF I DnD5.
FNPF is run as a combat, with some exceptions and special rules.
Basic combat rules
Initative is rolled as usual.
On your turn, you may take the Attack action (melee or unarmed only) and take your Bonus action (no spells!). You don’t have a Move. Reactions are used (no spells). Other actions are not allowed.
Special FNPF-actions
At the end of your turn, you may take a Special action. You may not take the same Special action that you took the last turn. A successful check gains you a Crowd die, representing the favour of the Crowd.
Action Roll and DC
Acrobatic Display DEX (Acrobatics), DC15
Athletic Display STR (Athletics), DC15
Incite Crowd CHA (Performance), DC15
Intimidate Judge CHA (Initimidation), DC15
Flamboyant Speech CHA (Persuasion), DC15
Taunt Opponent CHA (Deception), DC15
A Crowd die is a d8.
- You may use a Crowd die to add to any Attack, Save or Ability Check you make. No check may benefit from more than one die.
- You may use a Crowd die at the end of your turn to gain 1d8 Temporary Hit points.
Crowd Actions
On Initiative 20 (loosing ties), the Crowd takes a special Crowd action. The crowd always aids the combatant which currently has the lowest HP. On a tie, the Crowd takes no action. Hint: Let one or two other players take the role of the crowd.
To decide what action the crowd takes, roll 1dx on the table below.
Crowd Acton Table
1 – Barrage of food. Opponent gets Disadvantage on next Roll.
2 – Barrage of missiles. Make one Ranged Weapon Attack, +2 to Hit, range n/a, 2d4 bludgeoning damage.
3 – Wild cheering. Gain one Crowd die.
4 – Pit invasion. One Commoner storms the pit, supporting the combatant who made the roll. Roll Initiative immediately. It takes actions as a combatant and remains in the combat until dropped to 0 HP.