Quote Originally Posted by Imora View Post
Yeah, nah, no multi level arenas, thanks. LoS issues galore.
I think it depends on how they set it up.

I'll admit I don't think the Rivenroad would be the best arena for the game as it stands now, but I do think that fights that do more things with the arena in general would be cool. Whether it's removing chunks of the arena (E3S) or just potentially doing so (E9S), or breaking the arena up into layers (E4S), or whatever. Honestly, even the E12N shenanigans where the platforms get smashed and you travel to a new one could be a really interesting element, if it were part of a mechanic. (Rather than functionally just a check that you aren't entirely asleep at the keys and so will leave the platform in time.)

As an example of such: I have a fight I've designed for a D&D campaign where the 'boss' enemy is functionally a giant tornado, with there are two rings of little floating "islands" of land whirling around him in opposite directions. During the fight, the players will need to hop from one island to another to let them carry them away from certain dangers as parts of the battlefield become hazardous... or, alternatively, need to NOT be on the little islands that are about to rotate into the Bad.

(This entailed writing a custom plugin for Foundry to let me have the spinning multi-layered battle map, but I feel like it's gonna be worth it.)

I think something along those lines could be used in a raid and make for an interesting mechanic.

That said, though, I'm also happy whenever I see interesting new mechanics. Having to use your shadows in E10S for second voidgate was, I think, a brilliant example of this.