Battle Royale, Redux

We played a second battle royale in 5e Dungeons & Dragons and learned a few more things. We added to our core rules and even came up with a new one in the aftermath. Who knew that experience would teach us new things? 

The DM made this map using Tiled Map Maker which is available here. We here at Tinker Inn are not affiliated or have been sponsored by DS Studios, but we do like to point out good resources when we find them.

The battlemap for this battle royale was more open than the last one. Since we were on vacation, the DM created a lakeside cottage with two stories, a lighthouse, and a small temple. We had four experienced players and four relatively new players in the game, so we set up the teams to have two from each group. We also had everyone spawn in groups of two. In the first round everyone went into the battlemap room with their partner which allowed the more experienced player to help the newer player decide their moves. We went in order of the teammate with the higher initiative, but after the first turn, everyone went in order of their own initiative.

The problem with everyone going in groups of two was that it felt more like four groups of two fighting each other. We were spread out enough that the groups could not help their teammates until it was too late. It came down to action economy and a bit of luck (both good and bad).

The new rule that we instituted was that everyone got one free action before spawning into the arena. This was an attempt to give the squishier characters a chance to buff themselves before the fight began. A wizard would be able to cast mage armor before the fight began as opposed to having to either forego the protection or use valuable actions in the arena to protect themselves. Given that the melee combat types did not have to don armor inside the arena, we thought that this was fair.

The rule that we came up with after the game was to have the players write up a brief description of their character. The last time we were playing with characters that were known to all of us. This time we made new characters that were made in secret from the other team. Since we were on vacation and the characters were new, we only brought our numbered markers, so there was no clue as to what the character looked like based on a quick scan of the board. One of the players had built a blue dragonborn, and I would not have fired my lightning bolt at him if I had known this simple fact.

So here are the rules as they stand:

  1. The DM will be the impartial judge

  2. No pets (animals that are part of class features do not count as pets such as familiars and animal companions)

  3. Teams must be of the same numbers and levels (unless agreed upon by both teams)

    • Level up characters if necessary

  4. Each character will have the same number of magic items (players will remove any magic items that are beyond the agreed-upon number and the DM will award magic items to players who do not have enough magic items)

    • Consumable items (potions and scrolls) are included in this total (a potion that gives the player character the ability to fly for an hour is just as good as a flying broomstick in a single combat situation)

  5. One character per player

  6. No holding turns

  7. Record your moves with the DM (see an example of what we use here)

  8. Only characters that are part or have been a part of campaigns can be used unless agreed upon by all players

  9. No death saves. If you are reduced to zero hit points and are not restored to at least one hit point by the start of your next turn then you are dead.

  10. If you die, you cannot announce your death until all of the other characters have discovered the body

  11. No talking about the fight with teammates until you meet up on the battlemap then texting is allowed

  12. Set a time limit that all players agree to.

    • Different times can be allowed between casters and non-casters

    • Time can be extended if the DM deems it is necessary due to special circumstances

  13. Two rooms need to be used – one for the battlemap where turns are taken and a “waiting” room for players between turns

  14. Players are allowed to take notes both in the waiting room and in the battlemap room

  15. Each player is allowed to take one action before entering the arena Each player will write-up a brief description of their character’s appearance including race, equipment, and any other distinctive features

How it Played

The most valuable player award was given to the monk who ended the game with no ki points remaining and stayed in the fight despite having been reduced to 6 hit points before his first turn started.

The bad luck award goes to the cleric and druid pair that had used the druid’s action trapping part of the opposing team (and part of their own team as well) in plant growth and then running smack dab into the bladesinger and monk (who were invisible) while trying to find a place to hide. The cleric died while being on the wrong side of the action economy. The druid soon took a dirt nap as well because the monk had a higher initiative and finished her off before her second turn.

This version of the game took less time than the last one because we were playing lower-level characters (6th level as opposed to 10th level), characters started dying earlier, the map was more open, and we tried to keep to the time restraint (the bladesinger and monk took way too long deciding their move when they went in for their first turn).

The winning team was made up of the following characters:

  • Human (variant) bladesinger wizard

  • Tiefling Way of the Sun Soul Monk

  • Water Genasi Circle of the Moon Druid

  • Human (variant) Rune Knight Fighter

The losing team had the following characters:

  •  Aasimar War Domain Cleric

  • Aasimar Oath of Devotion Paladin

  • Wood Elf Circle of the Moon Druid

  • Blue Dragonborn Battlemaster Fighter

There were some hard feelings but not as bad as you would think given the amount of time spent building characters. The mystery of the other team’s characters made it more fun, but it also made it more work. Using characters that you had already played reduced the amount of prep time but you could plan for the other team. This time we had to build what we thought was the best and hope it was enough.

I believe the best defense in this version of D&D is a high AC and a very aggressive offense. The last game was all about the ability to hide, this game was all about how much damage you could throw at the other team and how fast you could race across the battlemap. The ability to heal is good, but if you can damage the other team that is more helpful. You may die but your team could win by you hurting the other team with all you’ve got. The only time I buffed my character was by casting Longstrider while I raced across the board to the next fight. I would have been better served dashing that round or casting a ranged attack.

In the end, you want to leave nothing in the tank. Cast a spell every round, use up all your ki, have no more maneuvers, and rage whenever you can. Mete out damage whenever you can and build a character that has various options to do so. The way we run battle royales don’t allow the synergy that normally happens with a party of characters, so leave your preconceptions behind on how to build a party. Think in terms of how you can do things on your own because there is no guarantee that you will be able to meet up with the rest of your party. You may win as a team but you will only survive on your own.

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