• Critical-Hits Studios
    • Criminals Card Game
    • Sentinel Comics: the Roleplaying Game
  • Downloads & Tools
    • Critical Hits Fantasy Name Generator
    • Drinking D&D 2010
    • Drinking D&D 2011
    • Fiasco Playset: “Alma Monster”
    • MODOK’s 11 for Marvel Heroic Roleplaying
    • Refuge In Audacity RPG
    • Strange New Worlds RPG
  • Guides
    • Gamma World
    • Guide to 4e Accessories
    • Guide to Gaming DVDs
    • Skill Challenges
  • RSS Feed
  • Facebook
  • Twitter

Critical Hits

Everything tabletop gaming since 2005

  • News
  • Reviews
  • Columns
    • Dire Flailings
    • Dungeonomics
    • Musings of the Chatty DM
    • Pain of Publication
    • The Architect DM
  • Podcasts
    • Critical Hits Podcast
    • Dungeon Master Guys Podcast
  • Roleplaying Games
  • Tabletop Games
  • Game Hacks & Content
  • Video Games

Arena 4e

March 11, 2010 by dixontrimline

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

  1. 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.
  2. 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

  1. 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.
  2. 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

  1. At the beginning of each round, all characters roll INITIATIVE.
  2. 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.

ArenaCombatantCreator

Questions? Comments? Feedback? Please leave them below.

Share This:

  • Tweet
  • Share on Tumblr
  • Email
  • Print

Filed Under: Board, Card, and Miniature Games, Newest Critical Hits, Roleplaying Games Tagged With: 4e, homebrew week, mini-game

Comments

  1. Jenny Snyder says

    March 11, 2010 at 5:28 pm

    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.

  2. Dixon Trimline says

    March 12, 2010 at 3:05 pm

    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.”

  3. Jenny Snyder says

    March 14, 2010 at 11:33 am

    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!

  4. Jamie Sweetland says

    March 26, 2010 at 4:09 pm

    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.

  5. Dixon Trimline says

    March 26, 2010 at 4:32 pm

    @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.

  6. Jamie Sweetland says

    March 26, 2010 at 5:21 pm

    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!

About the Author

  • dixontrimline

Subscribe

RSS Feed

Archives

CC License

All articles and comments posted posted on the site (but not the products for sale) are licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License. References to trademarks and copywritten material are included for review and commentary use only and are not intended as any kind of challenge.

Recent Comments

  • fogus: The best things and stuff of 2024 on Remembering the Master: An Inelegant Eulogy for Kory Heath
  • Routinely Itemised: RPGs #145 on Review: The Magus
  • The Chatty DM on Review: The Magus
  • Linnaeus on Review: The Magus
  • 13th Age: Indexing Truths — Critical Hits on The Horizon Conspiracy

Contact The Staff

Critical Hits staff can be reached via the contact information on their individual staff pages and in their articles. If you want to reach our senior staff, email staff @ critical-hits.com. We get sent a lot of email, so we can't promise we'll be able to respond to everything.

Recent Posts

  • Remembering the Master: An Inelegant Eulogy for Kory Heath
  • Review: The Magus
  • Hope in the Dark Heart of Evil is Not a Plan
  • Chatty on Games #1: Dorf Romantik
  • The Infinity Current: Adventure 0

Top Posts & Pages

  • Home
  • The 5x5 Method Compendium
  • Dungeons & Dragons "Monster Manual" Preview: The Bulette!
  • Critical Hits Fantasy Name Generator
  • On Mid-Medieval Economics, Murder Hoboing and 100gp
  • "The Eversink Post Office" - An Unofficial Supplement for Swords of the Serpentine
  • Finally a manual for the rest of them!
  • Dave Chalker AKA Dave The Game
  • How to Compare Birds to Fish
  • The Incense War: a Story of Price Discovery, Mayhem, and Lust

Copyright © 2025 · News Pro Theme on Genesis Framework · WordPress · Log in