Arena Notes
The Dropout walls are 15 feet high and have 80 DP. The 16 gates have 20 DP each. When a floor section is dropped the fall is 30 feet, doing appropriate fall damage.
Dropout Mechanics
At the beginning of a turn, roll one D6 to determine the column location, re-rolling a 6. Then roll another D6 to determine the row location - one row being 1-2, the next 3-4, and the last 5-6. Within the larger square roll one D6 for the latitudinal and longitudinal location of the 1" x 1" square. If a 1" x 1" square has three sides that have already fallen then that square falls also. A roll that indicates a square that has already gone is considered valid and may not be re-rolled. The squares are indestructible for all practical purposes.
Arena Events
Standard arena fair, except with the added hazard of having a floor section falling out in front of you. For added hazard, try two or three rolls per turn.
The Map
It is recommended that a laminated
arena map is used, with water-soluble markers to outline/cross-hatch a
fallen square.