The idea of forum DnD really intrigues me, but all of the games are just live Hamachi things. I wanted to make an RTD-like DnD game complete with map and everything, but first, I decided, I would create a proof of concept. This is Dungeon Arena- an arena game based upon a basic little solo thing I occasionally do (although ramped up).
Basically, you have characters who go on solo battles in various dungeon rooms, and heal fully (but only recharge the lower half levels of their spells) between battles.
First, give me a DnD character sheet, in any way you wish, picture or whatever I don't care, with one things: A. Sheets have to use core books only, since core books are all I have. And be 3.5
There's no limit to slots- but characters come in "waves" of 8. They're coordianted to reach levels all at once, and when a level is gained if there are enough (to be determined by me) waiters, I will put them into a new wave, and all replacements will be NPCs. I would prefer four of each wave to be good/neutral and four to be evil although it is not required.
I have special rules about both NPC classes and prestige. NPC classes can be taken, and what's more, you get multiple of them as your "solo character." You can have two warriors/adepts/experts, three aristocrats, four commoners (woo commoner squad!), one warrior/adept/expert and an aristocrat, or a warrior/expert/adept/aristocrat and two commoners.
All core prestige classes but archmage, hierophant (who I have given the right to get their base class's spell), and thaumaturgist are available at level 10. Archmage, hierophant, and thaumaturgist are available at 15.
Special class requirements such as killing someone to join the assassin's guild do not have to be fulfilled.
This is very simple: Experience and gold are quartered, but gems, art, and items remain the same.
And finally to the challenges. Challenge CRs will always equal the level of the fighting member, except for bosses. There are four challenge types: Monster, trap, room puzzle, and room hazard (when the room is a hazard; only available at level three up because they're based on traps and have CRs multiplied by 3. They can be mixed if they're adjusted CR wise, but only two of them at a time. There can be two things added on to the challenge: Features, simple stuff like anvils that may make differences in combat, and hidden treasures, hidden treasures which hold the same amount as a regular treasure and are in addition to the normal treasure.
When you reach the battle that will get you to the next level, you can either have a normal battle or a boss battle, depending on your choice. Boss battles give triple your normal amount of treasure but are more difficult: they're either regular challenges 2 CR up, tag-team challenges which are monster challenges 3 CR up, something I call the crucible, in which you deal with all three of the main battle challenge types at one adjusted to be 2 CR above your level, or a duel with another PC.
If you run away from a challenge I will
modkill you and grind your skull into the dust ignore you because you tried to screw with my planned wave schedule. >.>
<.<
...And that's it.
Joiners:
1. Monk12 (Char up)
2. Adwarf (Char up)
3. Wolfchild (Char up)
4. Dwarmin (Char up)
5. SeriousConcentrate (Char up)
6. NPC