[quote=@Lucius Cypher] Obu? Didn't expect to be called here. But alright, I guess I have a bunch of questions to try for... 1. While I may be a new arena fighter, if we were to have character who "survive" their battles, could they potentially learn from such an experience? Like say if my heavily armored fighter figures out some flaws within his techniques and tactics after they've been exploited by another, could I justify having him learn how to cover those weaknesses before the next fight? [/quote] Well, I'm not sure, but I'd have to say yes. I believe it's an established thing here to have a certain sorta "canon" for your arena character that they remember their past bouts, wins and losses and stuff. Of course, the way you cover these said weaknesses and flaws within his techniques will be the way you play him. So, effectively, it's not your character that's learning to cover his flaws, it's [b]you[/b]. [quote=@Lucius Cypher] 2. What are the limitations of items used for combat? Obviously an armor made of an unbreakable material is grounds for an overpowered character, but regular steel full plate does happen to do a pretty good job at keeping pointy blades out of your fleshy bits. And what about those who have magical armor or simply one of high quality? A similar deal with weapons too. As silly as it may sound, I do kinda envision a future where my brawny heavy armor fighter goes up against a modern soldier and having a good chance to deflecting/shrugging off the bullets with his armor. [/quote] Well it all depends, really. If you take a while to browse the characters here you'll find that some use bulky armour, some use light armour and some don't even use armour at all. Weapons also run the gamut from swords to guns to fists to pure magic. These limitations and such are decided before a bout. So, let's use your example of your big brawny heavy armour guy versus a soldier with an assault rifle, right? You and your opponent will decide, before the fight even starts, if your armour is able to deflect modern bullets or not. Semantics like this are often decided before a fight even begins, so that the fights are smooth and stuff. Cause if you suddenly pull it during the fight your opponent's gonna complain. [quote=@Lucius Cypher] 3. Reasonable amount of skills/proficiencies for low level characters? My character is basically an Arena adapted version of my level 6 pathfinder orc fighter, but inventory aside, his feats and skills at least mean he's proficient in all simple and martial weapons (That's everything from clubs to spears to bows and crossbows, various swords, axes, clubs, and polearms), as well as one exotic weapon known as the double orc axe. He also has feats for two-weapon fighting (which allows him to make use of that double orc axe), toughness, and the ability to channel all his might into a single focused blow (Power attack + Furious Focus). I also had it in mind for my character to take feats to make him more proficient in heavy armor. That is to say, the usual "Weaknesses" like being slow and cumbersome becomes mitigated as he drops the armor check penalty to zero (Currently for my character it's at a -2, which is a big improvement over the usual -6 from full plate). [/quote] Well, the Arena runs less on stats and more on the story-based skill of your character, plus your own (yes I mean you the person sitting at the keyboard) skill at text-based fighting. Taking stuff from your Pathfinder character, I'd say the stuff like Feats would be classified under character [b]abilities[/b] here, meaning to say that they are things your character knows how to do or is/are proficient with. Cause, like I said, the Arena here is less stat-based, more text and skill-based. [quote=@Lucius Cypher] 4. Are we limited strictly to human/humanoid fighters? Amongst one concept I have is an amorphous character who is akin to Arakune from the blazblue series, but giving up his Curse ability for greater defensive ability and agility. Not quite a stonewall in the sense he's nothing but defense, but neither is he a fragile speedster in that he can't take a hit, but fast and durable at the price of lowering his overall damage output. Also the fact he's a shapeless, amorphous being. Can't exactly grab his nonexistent arm or decapitate his nonresistant neck. [/quote] I have no idea, so go for it! I'd love to see how that turns out. [quote=@Lucius Cypher] 5. This one is more character dependent, but if our characters have a penchant for "Cheating" or "Dirty Fighting", do we need to inform our opponents if we chose to express that by bringing allies? Like if I create a fairly roguish character who runs with a gang, and calls on that gang to swarm my opponent while he gets a stab in between the bodies. And I don't just mean my own NPC's either: I'm wondering if I could even call in another Arena fighter if it's within my character's personality. [/quote] Calling in NPCs, I guess is alright? But other Arena fighters...mmm, it'd have to be stipulated beforehand that you are going to bring in another guest fighter at some point during the fight. You'd have to have your opponent's consent plus your guest's consent to do so. I'm just guessing at this one though. There's no real...rule or limitation on this, I think? [@Rilla] Might need your help on this last one dude.