| Post/Author/DateTime | Post |
|---|---|
| TrothgardtheMad10-17-05, 10:40 AM | Wasn't sure if this should land in DM land, but I figured I'd enjoy player input too. I'm starting a campaign at the end of this week, and I had an epiphany while watching college football over the weekend. I am creating a sport, well, actually stealing a bit from basketball, football, and some old mayan sporting game. The sport is gonig to have it's top teams, players, etc... but if one of my players takes an interest in forming a team or playing on an existing team(there are no real formal teams like professional sports today, so the number of teams is generally in flux from season to season), I need maybe some rules applied to D&D rules: 1) Tackling, would you consider that a grapple check, trip, or just regular attack? I might go tripping to stop someone and to still be standing. 2) Taking a ball away/keeping a ball, opposed STR checks? 3) Dropping a ball if tackled, tripped, etc. Not sure what rule I'd try to use here. 4) As with archery contests, AC (probably 15) for a hoop to get the ball through, with a range increment of perhaps 5 or 10. Basically, it's like American football/rugby with the ability to cause harm to other players (within reason), but with 4 hoops, 3 balls, and 2 teams of 6 players. Still tweaking the scoring and stuff... as a full game players are involved in could last all session, good thing each half of the game is 5 minutes long. I also might have a Knowledge(name of sport*) as a skill. *Working name sounds kind of weird without knowing much of the campaign I'm running. Thanks for any help or some stuff to think about (or a link if someone has taken the time to apply d20 rules to at least American football and basketball). Trothgard the Mad |
| rkr197010-17-05, 10:59 AM | :uh-huh: You're going to play out the game? :uh-huh: A one hour game would consist of 600 combat rounds. That's 7200 different PC/NPC actions, and if only one of your players is involved, you get to decide 6600 of those. Add in the refs, the coaches, the huddles, etc., and you'll be playing one game all day with one player. What did you plan to do with the other players while you did this? Why not come up with a faster, non-interactive way of determining who wins? From deciding yourself to a die roll to a huge chart complete with modifiers for injured players and current record. You could even set up adventures to find out how a team is cheating or to recruit a player from some distant tribe of barbarians. But don't, for the love of polyhedrons, play out the whole game. I'd hate to see your whole group out there looking for a new DM... |
| anarco_rata10-17-05, 11:24 AM | wll, rkr, i think a game would be a long way from standar dnd rules, i would say to make a little sistem with a team BAB that could be average player's BAB's+tumble skills+size modifiers+anything you think should be in here. Then, make oposed checks, the one that wins has the ball, determine who has the ball with a random chart then make a ranged shot AC 30-the diference between checks. This represents how far could you go in the field and the ability of the other team to block your shot. this is just an idea...i think i will make a similar game in my campaign now ^^ |
| TrothgardtheMad10-17-05, 11:42 AM | I wouldn't want to play out a game, but a 10 minute total game (with a 2 minute or so half time break to tend to wounds, catch your breath, etc) would make for 100 rounds, still a bit of a challenge though. If my players happen to attend the event, I would mostly pit stats against stats, make some modifiers up for those games, roll a d20, add some creative 2 minute blurb about the game. Nothing terribly too scary to pull out of my butt, especially if my players take an interest to a team or a certain player. As for a PC being on a team, or the entire group forming a team, I'd like to keep it moving, perhaps highlight some of the events, but remind them that playing it all out might be an all night affair. As for the other players, this would be a downtime thing, so far, none of my players know that there is a sport, but they might get that twinkle of proving themselves on the "court" and get adoring fans and get a chance to claim part of the pot at the end. Perhaps it might need a retool, as even a ten minute game with 6 players, with 600 actions per side might be a little ridiculous. There are no huddles, instant forfeit if there is a man down (there are no substitutions, power plays, and plenty of refs, but no stopping of the clock). That's why the games are short, there are just the six person teams that enter the game and hopefully all leave standing up. Like I said I was interested in a ruling like tackling, wresting an object from another character, perhaps dropping an object while falling kind of rules. Just some simple fast rules, as this game is very chaotic, where offense and defense are both needed on the field at once. Trothgard the Mad |
| TrothgardtheMad10-17-05, 11:59 AM | i think i will make a similar game in my campaign now ^^ Well, I offer you the best of luck. If you want my rules for the game, let me know, I've just been jotting down random thoughts, ideas, and such as I've only had little time to work on figuring out the game in a world where magic is real. Trothgard the Mad |