Over the TDC weekend True Dungeon ran a few PVP events, they had to put them together on short notice due to weather making the original plans for an outdoor adventure infeasible.
I appreciate the DMs for the event, and think it went well - this is not criticism of the event or the rules.
I know that some players in the forums occasionally talk about PvP, so here is how it was set up, and in my opinion some things that worked well and some things that could be tuned.
These notes are for the first event, I know some rules were changed for the second event.
Setup:
20 people were divided into two teams of 10.
Each team member got a token 10 pack, and then we had 30 minutes or so to:
a. Pick classes.
b. Strategize
c. Trade tokens within our team to get equipped
We also had to set our player order for rounds in terms of what order we'd act in: 1 through 10, e.g:
Wizard - 1
Druid - 2
Bard - 3
...
Dwarf Fighter - 10
We had one round of prep that we wrote down choices for and told the DMs ahead of time.
Gameplay:
The two parties rolled initiative.
The "turn" was divided into 10 "phases":
* In each phase the players from each team whose turn order was up would face off.
* The player from the team that won initiative would act/slide first
* The player from the team that lost initiative would act/slide second
* Damage was simultaneous within the phase, and the second slider could knock the first sliders pucks off the board
After each phase pucks would be cleared and the next two players would be called up to act.
If only one team had a player still alive in when that "phase" came up, only that team would act.
At the end of the turn, the next turn began, with the turn order / phases reversed (so if you acted 1st in round 1 you would act 10th in round 2).
Targeting rules: You could target any player with your attacks.
In the first event, the opposing team counted as "monsters" for any game rules that related to monsters.
The entire combat occurred in one "room."
Victory:
Implicitly, last team standing. In practice the DMs were flexible, for example on our run once we got down to a 6-1 scenario we encouraged our one remaining player to defect, the other team accepted their defection and they joined the winning team.
What worked well:
1. 30 minutes was enough time to build and strategize, it was tight but doable.
2. Having a team vs. team structure was good.
3. Having a well lit coaching area really helped with the team strategy.
4. The phased combat was interesting.
5. Having limited, random tokens was good.
Lessons Learned
1. AOE effects were too powerful: Wizards have Burning Hands that deals 9 to all players, Bards have 2x Soundburst that deals 8 to all players. With a single AOE scroll we could be looking at a near TPK after the first 3 actions.
2. Spell Surge on offensive spells are too powerful: Druid Firebolt + Spell Surge one shots anyone but the Barbarian or Dwarf Fighter.
3. Having a team miss a phase if the player was dead was too punitive as deaths were resolved mid turn - this meant if one team could keep picking off the next up to act they would get several actions in a row with no interaction. In our game on turn 1 I think it went like this:
Phase 1: Both teams acted
Phase 2: Both teams acted
Phase 3: Both teams acted
Phase 4, 5, 6: Only team 1 acted
Losing both a player, and an attack, is too punishing to come back from I believe.
I would suggest making death occur only at the end of a turn when all players alive at the start of the turn have acted. This could be achieved by making all damage dealt simultaneously at the end of the turn, or even by allowing players to live/act at zero or negative HP when their phase came up till end of turn (allowing for them to be healed by an action they would take or a later action).
4. DMs need to track HP for this event. There is too much chance for error and too much on the line for players to be tracking it.
I saw incidents in my run where a team announced (erroneously) to the DMs that player X should be dead based on what they'd taken, and I heard this happened in the other run as well.
5. Druid, Elf Wizard, and Wizard, are likely too powerful even without AOE - Druids have 5 spells that auto hit for 11 or more damage, Elf Wizard 3 and Wizard 2. Perhaps all offensive spells should require a slide, or have a 20% miss chance, or something.
The non-barbarian melee classes are going to averaging maybe 6-7 points with a slide.
6. Barbarian might become too powerful if the spell casters get nerfed - their rage is simply +4 to damage for the entire encounter. If they have a two handed weapon their damage modifier is +11 (compared with +1 for Dwarf Fighter, +2 for Fighter, and +2 for Monk).
Potential Quick Fixes:
Class selection could be limited to Cleric, Fighter, Dwarf Fighter, Monk, Ranger, Paladin, and Rogue allowing up to 2 of any given class in one party.
Players could die only at the end of a turn.
Those two changes would I think have made it fairly balanced.
You could add back Bard if you made Soundburst not work against the other party and it was announced ahead of time so the Bard didn't waste an action.
The Druid, Wizard, and Elf Wizard probably require some major thought as to how to balance them for this kind of thing.