So this is very much a bare bones set of rules I came up with today. It would very much need to be revised, tested, and retooled. I didn't even have time to proof-read so be gentle. But this is basically how I suspect PVP combat could work. This wouldn't be hard to implement logistically either. A small room could be setup similar to Grind or even just some free tables in the entrance.
Anyway, here it is... be gentle and constructive please. I'm still new to this game myself.
TD: PvP Manual Version 1.0
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Arena Difficulties:
There are 4 levels of arena difficulty that attempt to evenly match combatants for more spectator friendly fights. Although, on occasion the crowds due like to see a David slay the Goliath… or the other way around.
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Rookie: Combatants may only equip common level items.
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Novice: Combatants may only equip common and uncommon items.
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Veteran: Combatants may only equip Rare, uncommon and common items.
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Legendary: Combatants may equip any token in their possession.
Arena Game Modes:
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There are currently 5 game modes that can be played at any difficulty.
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Tag Team: Each round of combat will alternate between two teams of two. At the start of the game, each team will roll one initiative roll each adding in all the cumulative initiative multipliers for that team. The team that wins initiative then selects one player to enter the arena first. Then the second team chooses who will enter the first round of combat. Attackers may only declare hostile actions against the last opponent to take their team’s action. Friendly spells may not be cast from the sideline, however, they may target someone on the sideline. After each player in the arena have a chance to react, the next round begins with the team who had initiative priority the last turn now going second. Each round, a combatant may decide to either stay in the arena or tag out with their partner. Play continues until both party members are dead on one team. No, potions, scrolls, or other consumables may be used. For example: Steve the Paladin and Mike the Rouge are on a team. They are challenging Ashley the Cleric and Josh the Barbarian. During the first round Steven the Paladin declares that he is entering the arena. Josh the Barbarian then declares the same. Now play passes to Steven and Mike may take no actions. Steven may only attack Josh with hostile actions this round. At the beginning of the next round, Ashley declares that she is tagging in. Now she is able to be targeted by Steven, who has remained in the ring. But Ashley gets to attack first, as her team went second last round. Ashley declares an attack on Steven, but may not target Mike until he tags in.
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1v1: At the start of the game, players roll initiative to determine who acts first. The player with the higher initiative will take their attack step first. Play alternates until there is one survivor.
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2v2: At the start of the game, players roll initiative to determine who acts first. The player with the higher initiative will take their attack step first. Play will alternate between teams with both players on each team taking actions simultaneously. While attacking, players may choose to target either of the two opponents. While defending, players may elect to defend themselves or leave themselves vulnerable to protect an ally. Each of these decisions are made prior to any combat slides. The active attackers will announce their action and targets, and then the defending team will announce whether they will be defending themselves or their ally. Play alternates until there is one surviving team.
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3v3: This is played exactly as 2v2 but with two teams of three. Play continues until one team is completely dead.
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Group Brawl: This hack fest is played by 3-10 players and is a free for all. At the start of the game each player will roll initiative. The highest initiative acts firsts and then the next highest roll, etc. Play continues until there is only one combatant alive. Alliances may be formed, pacts may be broken… along with all your bones and precious hopes. Many will vanquish this day!
*Special Brawl: Peasants cup* Normal brawl rules apply, however, each combatant may equip one weapon slot with any rarity of token regardless of difficulty. Upon, death, this item may be retrieved by the killer as a free action. That character may use this weapon, regardless of class.
Game Play:
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- Unless noted otherwise in the Annex attached to this rulebook, all tokens have the same effect as in normal TD adventures or grinds. Please reference this section as some items have been banned from the Arena.
- Combat behaves just like in normal TD adventures with minor variations. Some terms have been developed specifically for these rules and will be in bold and italics as well as referenced in the Annex. Ex: Attacker(s). Whenever, you see a word like this, it is only referencing itself, and mechanics in this document. Any correlations two similar phrases or terms in other manuals is strictly coincidental.
Turn sequence.
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o The active player may decide to take one action. These actions may include but are not limited to,
Attack, Shield, Cast, Use, etc.
o After the active player acts, resolve all effects of friendly spells first. (Example if the active player casts a healing spell on himself or an ally, resolve this before any other effect or action resolves.)
o Then, the defender(s) of the active players attack may
Parry, Counter or Shield, if appropriate.
o Afterwards, calculate damage as normal and deal all damage. Note: In 2v2 and 3v3 games, the entire attacking team’s damage is dealt simultaneously. However, they still count as separate attacks.
o Finally, initiative passes to the next player. This player is now considered the Active Player.
Attacking:
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o The active player may attack in many ways. First, they decide what action they will be taking and then select a target.
Attack: The active player makes a melee or ranged attack slide against the target. If this was a melee attack the defender may Parry.
Cast: The active player makes a magical attack slide against the target. Note: You may not Parry a Spell cast.
Use: The active player may forgo a traditional attack or casting to use an item if game mode permits, or use and ability from their character card.
Shield: If the attacking player is holding a shield or off hand weapon, they may place their shield or offhand weapon anywhere on the combat board after their attack is slid. This is a free action. If an offhand weapon is used, it does not count as a second attack. Instead, this represents the character carefully shielding himself to deflect any counterstrikes or parries. Counterstrike damage is reduced by half while shielding. Note: Parries have the added obstacle of sliding around the shield to knock your attack puck.
Defending:
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o The defending combatant may do one of the following actions while on defense.
Parry: During a melee attack, after the attacking player has slid his attack, the opponent may slide an equipped shield, or weapon to attempt the Parry. They are allowed to knock their opponents attack, however, after the parry throw is made, check the final attack throw and add any multipliers. If the attack is still a hit, then the defender will still take damage. Note: You may not Parry a spell or Missile.
Counter: A defender may declare a counterstrike instead of a parry. Leaving themselves vulnerable, the attackers throw is automatically counted as a hit, scored, and removed from the board. The defender now gets to throw one attack slide against the attacker with no chance of Counterstriking or Parrying. The defending player must announce the counter as the active player’s puck is sliding. Note: Timing is key.
Dodge: While the active player is attacking, a defender may declare they are attempting to dodge. This may only be declared while the attack slide is being made. The attacking player must have completely released their puck and it may not have come to a stop. If the defender uses dodge. They make a saving throw vs the attack roll (Reflex vs Range, Will vs Spell, Fort vs Melee). If the dodge is successful, subtract the difference between the two from the attackers roll. For example: Steven the Paladin has a +10 to attack. Mike the rogue has an AC of 24. Steven slides his puck and Mike immediately declares a dodge. Steven’s puck comes to a rest on the 14. Mike has a +8 Fort Save and throws his save slide. He rolls a 17 and adds his Fort Save bonus resulting in 25. Steven’s roll is only 24 and thus the attack is dodged. The defender may not counterstrike or parry during a dodge.
Skill Checks:
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o Unless held at an actual TD event, there are no skill checks. Instead characters are considered learned enough to perform their skills without test.