Arena 4E is a fast-paced combat game for two or more players, and it can be played as a bloody free-for-all, a team vs. team cooperative effort, or any other combination.
CREATING YOUR CHARACTER
Combatants
The four available combatants each have their own strengths and vulnerabilities.
- FIGHTER: Tough and deadly in hand-to-hand combat, the fighter tends to move slower than other characters and possess limited range attacks. Primary ability: Strength.
- WIZARD: While fairly fragile in melee, the wizard can attack multiple distant opponents with fiery blasts of magic. Primary ability: Intelligence.
- CLERIC: The cleric can be as tough as the fighter in combat and has the best healing, but does less damage than the other characters. Primary ability: Wisdom.
- ROGUE: Agile and fast, the rogue usually attacks first and deals a lot of damage, but can only fight up close and personal, lacking any range attack. Primary ability: Dexterity.
Abilities
All combatants have seven abilities, which affect their characteristics in different ways.
- STRENGTH: Measures physical might, allowing fighters to ignore attacks and increase their force of their strikes, and allowing all characters to wear heavier armor and wield more dangerous weapons.
- DEXTERITY: Measures speed and agility, allowing rogues to dodge attacks and slip through defenses to strike vulnerable targets, and affecting the movement and strike order of all characters.
- CONSTITUTION: Measures physical health, allowing all characters to suffer injuries but still remain in the fight.
- INTELLIGENCE: Measures mental agility, allowing wizards to predict incoming attacks and target the weaknesses of enemies, and allowing all characters to move to the best starting location in the arena.
- WISDOM: Measures self-discipline and empathy, allowing clerics to rely on their gods for protection, for healing of allies, and for smiting of unbelievers. All characters can provide some healing, but clerics excel in the area.
- ARMOR: Measures the protections (mundane and magical) used to guard against attacks. Because of the physical toll exacted by wearing armor, the ARMOR value cannot exceed the STRENGTH value.
- WEAPON: Measures the weapon (mundane and magical) used to attack opponents. Because of the physical toll exacted by wielding a weapon, the WEAPON value cannot exceed the STRENGTH value.
Characteristics
Depending on the combatant and abilities, the characteristics can vary.
- DEFENSE: Measures the difficulty in attacking another combatant. If an ATTACK roll is below the DEFENSE, the attack misses.
- HIT POINTS: Measures total damage a combatant can take before dying.
- ATTACK: Measures effectiveness of attack. If the rolled dice plus bonus equals or exceeds the targets DEFENSE, the attack hits.
- DAMAGE: Measures wounds in hit points delivered on a successful ATTACK.
- RANGE: Measures number of squares (horizontal, vertical, or diagonal) an ATTACK can reach.
- MOVE: Measures number of squares (horizontal, vertical, or diagonal) a combatant can move during a Move Action.
- INITIATIVE: Measures combat order, which is determined at the beginning of every combat round. Combatants with tied INITIATIVE rolls act at the same time.
- HEAL: Measures wounds in hit points that can be removed from any combatant in RANGE on a Heal Action.
Assigning Scores
Distribute 16 points among the abilities listed above. For each kill, you gain 4 points to distribute after the battle ends.
Score | Bonus
—————-
0 | +0
1 | +1
2-3 | +2
4-7 | +3
8-13 | +4
14-21 | +5
22-31 | +6
32-43 | +7
44-57 | +8
58-73 | +9
74+ | +10
Characteristics
FIGHTER
- Defense: 4 + Armor + Strength
- Hit Points: 35 + Constitution
- Attack: 2d8 + Strength
- Damage: d4 + Weapon + Strength
- Range: Weapon – 1 (min 1)
- Move: 1 + Dexterity – Armor (min 1)
- Initiative: d20 + Dexterity
- Heal: Wisdom (Self or Ally within range)
WIZARD
- Defense: 4 + Armor + Intelligence
- Hit Points: 20 + Constitution
- Attack: d10 + Intelligence vs. each target in range
- Damage: d6 + Weapon + Intelligence (divide among hit targets)
- Range: Intelligence + Weapon
- Move: 1 + Dexterity – Armor (min 1)
- Initiative: d20 + Dexterity
- Heal: Wisdom (Self or Ally within range)
CLERIC
- Defense: 4 + Armor + Wisdom
- Hit Points: 30 + Constitution
- Attack: 2d6 + Wisdom
- Damage: d4 + Weapon + Wisdom
- Range: Wisdom + Weapon
- Move: 1 + Dexterity – Armor (min 1)
- Initiative: d20 + Dexterity
- Heal: 1d4 + Wisdom (Self or Ally within range)
ROGUE
- Defense: 4 + Armor + Dexterity
- Hit Points: 25 + Constitution
- Attack: 2d6 + Dexterity
- Damage: Weapon + Dexterity + d8 Sneak
- Range: 1
- Move: 1 + Dexterity – Armor (min 1)
- Initiative: d20 + Dexterity
- Heal: Wisdom (Self or Ally within range)
CREATING THE ARENA
Battles are conducted on a 1″ scale battle map, with the positions of the combatants tracked using miniatures or markers. Because of attack ranges, position is extremely important.
The size of the arena depends on the number of combatants.
- 2 characters: 6 x 6 squares (d# = d6)
- 3 characters: 8 x 8 squares (d# = d8)
- 4 characters: 10 x 10 squares (d# = d10)
- 5 characters: 12 x 12 squares (d# = d12)
- 6+ characters: 20 x 20 squares (d# = d14)
Arena Traps
- Determine the number of traps inside the arena by rolling the associated d# dice. For example, if you are fighting inside a 6 x 6 arena, roll a d6 for the number of traps.
- Determine and mark the location of these traps by rolling the associated d# dice for the X-coordinate and the Y-coordinate. For example, if you are fighting inside a 6 x 6 arena, roll a d6 for the X-coordinate and a d6 for the Y-coordinate.
Starting Location
- To determine the starting location of a character, roll the associated d# dice for the X-coordinate and the Y-coordinate. For example, if you are fighting inside a 6 x 6 arena, roll a d6 for the X-coordinate and a d6 for the Y-coordinate.
- After determining the starting location for all characters but prior to the first combat round, characters can move up to their INTELLIGENCE modifier
RUNNING THE BATTLE
- At the beginning of each round, all characters roll INITIATIVE.
- On a combat turn, a character may use an Attack Action, a Move Action, and a Heal Action in any order.
Attack Action: Roll an ATTACK against a target in range, and if the ATTACK exceeds the target’s DEFENSE, roll DAMAGE. When total DAMAGE exceeds HIT POINTS, the combatant dies.
Move Action: Move your character up to your MOVE value. If you move into or through a trapped square, suffer 10 damage. (NOTE: The Starting Location move CAN trigger these traps).
Heal Action: Apply HEAL value to yourself or an ally within RANGE.
GAME END
When only one side or player is left standing, the game ends.
Character Sheet
Attached is an Excel document that can be used as a character sheet for your arena warrior.
Questions? Comments? Feedback? Please leave them below.
Jenny Snyder says
Brief runthrough, it looks not too shabby. My impression is that this would be a fun way to satisfy some of the more combat-happy players, or as part of a campaign that’s more “monster-of-the-week” than epic story.
I can totally see using this at some point in our “youth” game (age 16 and under only for that one). They’re always strutting around comparing hit dice and damage, it’d be a nice way to let their egos fight it out in game-time.
Dixon Trimline says
Hey Jenny, thanks for the look-see.
If you do happen to throw down a battle or two, I’d love to hear some feedback. I’ve run it through some paces, but as WotC has proved with all the errata, there’s no such thing as “too much playtesting.”
Jenny Snyder says
Sure thing! Just in terms of scheduling, I probably won’t have time for … three weeks though. Which is kind of insane. But I’ll pass this link around to some of my team and see if any of them have any free time to try it out!
Jamie Sweetland says
This looks really fun, but the one thing that’s unclear is whether you can attack in the middle of moving or not. For example, suppose I’m playing a rogue and I’ve allocated enough Dexterity and little enough Armor to be able to move 6 spaces in a turn. Could I move 3 spaces to get next to an opponent, attack, and then move my remaining 3 points or does my movement phase stop once I do something other than move?
Thanks for posting this, I’m looking forward to playing it.
Dixon Trimline says
@Jamie: Oooh, that’s a good question, and one I hadn’t even thought of. Darnit.
Anyway, I’m thinking along the lines of “Keep It Simple, Sacajawea,” and having the 3 actions (Attack, Move, Heal) be independent of one another. No trading down (swap Move for another Heal) and no breaking up (take half a Move, then an Attack, then your other half Move).
Of course, there’s always room for improvement. Maybe I could incorporate the Move Action into the entire round. A combatant with a 6 Move could:
1. Move 2.
2. Heal an ally.
3. Move 2.
4. Attack an enemy.
5. Move 2.
That could work.
Jamie Sweetland says
I like the idea of keeping it simple, less to keep track of.
On the flip side, not being able to move, strike, and retreat is a bit of a disadvantage to the aforementioned rogue, who, in order to maximize movement points, has very little armor to speak of. You gain much less of an advantage from quick movement if after moving and striking you are a sitting duck for the brawny knight you’ve just poked with your dagger.
That said, perhaps the simplicity does make for a more level playing field as I haven’t played it yet and so do not know what the relative class strengths are. Perhaps I’ll try running it both ways a couple of times and see what comes out in the wash as I’m on the fence about which direction I like better, and thanks for the quick response!