When you’re looking for a fight. Head over to the #common-room, in discord, and make a @-~*° Fight Club °*~- announcement looking for an opponent. You can fight anyone that has an approved character that is within 3 levels of your character. When you and your opponent are ready, give a shout out for a Boss/Ref with the @FC - Official tag.
A d6 will be rolled to determine which environment that the battle will take place in. Then you’ll be given a brief description of the surrounding terrain. All fights start with players 50 feet apart with a clear line of sight. Roll Initiative!
The winner of the fight will receive experience points equal to the level of their opponent, and gains 50 gp x level of their opponent.
The loser of the fight will receive experience points equal to half the level of their opponent, and gains 25 gp x level of their opponent.
You may only fight against the same person up to 3 times a day.
You can and are encouraged to look at your opponent's character sheet before and during a fight, any rule clarifications can be told by the @Fight Club Bosses that officiate the match, all pertinent information about the bosses and any exclusive race to them will be on the character sheet.
After each fight, players benefit from a Long Rest. If you used consumables, they are lost. You can reclaim ½ the ammunition spent in a fight.
Beware of the Nat 1 Fumble Chart. You have been warned! (optional and only in 1v1 player fights)
The Circle of Death - If a fight stagnates, and neither opponent attempts to attack the other for X rounds. The area will start to grow smaller “Battle Royale” style. Forcing the fight to continue and come to an end. You have been warned!
**Reserved**
**Reserved**
Additional Rules
Turn Time Limits
If you're not actively RP'ing or Taking an action within 2 minutes of the start of your turn, the Ref will ping you.
If you are still inactive for 3 minutes or more (total of 5 minutes), your turn will be skipped.
If your turn is skipped 3 times during a fight. You lose the match.
We understand people have life interruptions. In this case, if you notify the room. You will be given a total of 10 minutes before your turn is skipped. If this is not enough time, you should consider forfeiting the match.
Delaying the Game
If you attempt to filibuster during your turn (big RP monolog), and your turn is longer than 3 minutes. The Ref will ping you.
If your turn doesn't conclude within 2 minutes (total of 5 minutes) after you've been pinged this way. Your turn will be skipped.
Pleasing the Crowd
Tier 1 (1st - 5th): 1d4 - DC 13
Tier 2 (6th - 10th): 1d6 - DC 15
Tier 3 (11th - 15th): 1d8 - DC 17
Tier 4 (16th - 20th): 1d10 - DC 19
After you deal damage to your opponent, you can attempt to Please the Crowd and gain an Inspiration die.
When you do so, you must Role Play and make an ability check based on your highest Stat (DC determined by tier).
Fighters can attempt to please the crowd a total of 3 times during an Arena Fight (by all fighters combined, not individually).
A creature that has an Inspiration die from Pleasing the Crowd can roll that die and add the number rolled to one ability check, attack roll, saving throw, or weapon damage roll it makes. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time.
Speed Run
If you're pressed for time, but you still want to get some fights in. You can try a Speed Run (as long as all participating fighters agree).
Durring a Speed Run, all damage is doubled after normal calculations are made.
Fighters must be at least 8th level to participate in a Speed Run.
Any match type can be done as a Speed Run. The rewards stay the same.
Rocks Fall, Everyone dies…
Rules for falling objects based on weight and distance dropped.
Double the height = double the damage (or dice rolled)
1-10lbs 100ft 1d6
11-30lbs 30ft 1d6
31-50lbs 15ft 1d6
51-99lbs 10ft 1d6
100lbs 10ft 2d6
200lbs 10ft 5d6
300lbs 10ft 8d6
400lbs 10ft 10d6
500lbs 10ft 13d6
600lbs 10ft 15d6
700lbs 10ft 18d6
800lbs 10ft 20d6
900lbs 10ft 23d6
1000lbs 10ft 25d6
Notes on Mystics Despite what the Dev team has said about Mystics being Psionics…Feats and Powers that affect spells currently affect Mystics in the same way. This means a Mystic can get a feat to buff their Mystical Spell Mind Arts….as well another fighter who has advantage on saves against "Magic" has advantage on saves verse the Mystic.
Any Mystic power without a save or attack option now has an Int Save attached to it.
Regarding Pets/Summoned
If you are going to bring in something else to fight with you, you are responsible of keeping track of the creature's hit points and initiative rolls.
Environment - a d6 will be rolled and the number will determine where the fight will occur
1. Forest -
You're 50 feet away from each other, and have a clear line of sight.
The clear path is about 30 feet wide centered on you.
The forest beyond is dense rough terrain that provides 1/2 cover.
2. Grassland -
You're 50 feet away from each other, and have a clear line of sight.
The area is a large flat grassy plane, with no boundaries or obstructions.
3. Rocky -
You're 50 feet away from each other, and have a clear line of sight.
The clear path is about 30 feet wide centered on you.
The area beyond the path is dense rough terrain that provides 1/2 cover.
4. Arena -
You're 50 feet away from each other, and have a clear line of sight.
The arena is a 300 foot diameter circle, with a sandy floor and no obstructions.
5. Beach -
You're 50 feet away from each other, and have a clear line of sight.
The water line is 50 feet away from the starting position, perpendicular to the fighters.
6. Cliffside -
You're 50 feet away from each other, and have a clear line of sight.
The cliff face is 50 feet away from the starting position, perpendicular to the fighters.