D&D Sports [Archive] - Wizards Community

Post/Author/DateTimePost
Emery1261

01-08-06, 07:45 PM
Ok, I'm really not sure if this is the best place to put this so if it isn't please excuse me. Now, down tot he topic at hand. In all of D&D is there mention of any sporting event and the rules for said event? I find it extremely hard to believe that with many huge metrpolis and deep cultural practices there would be no sporting events. I haven't found anythign other than Goatball in Races of Stone. Even Rome had events other than the Gladitorial Games. Is there a thread similar to this somewhere on the boards? I would really love to incorporate some sort of sporting event into one of my campaigns. Hopefully you all can help me with this dilemma and point me in the right direction.

Emery

P.S. If this isn't the right board to discuss this can someone please tell me the best place to go? Would it be the Campaign Workshop or maybe the Unearthed Arcana boards? Thanks for your help.
sparticus_eleisum

01-09-06, 12:53 PM
Try the Blood Bowl (http://www.blood-bowl.net/) :)
Emery1261

01-09-06, 01:50 PM
Well, that certainly is impressive. However, there isn't anything of this sort in the D&D realm? That just seems so weird to me that WotC has never made anything of the sort. Does anyone else know any other form of sporting event made for the D&D setting or which board on these forums I should further pursue this matter in?

Emery
Seeker95

01-09-06, 02:22 PM
D&D Sports: the d20 shotput. A 20-faceted iron die is thrown as far as you can.
Geek Wrestling
Ultimate Combat: Pens and Papercuts
Core Rule Smackdown
Pun Wars
Body Odor Kill Off

There's always gladiatorial combat. Plenty of rules for it, including the regular combat rules in the PHB.
q'afuu

01-09-06, 02:34 PM
There were a few things in various AD&D sourcebooks, if I recall. The Complete Ranger's Handbook mentioned ranger festivals and gatherings where competitions were held, for instance. There are plenty of possible competitive events for festivals, holidays and other special occasions: any of the athletics competitions, wrestling, archery, staff-fighting, daggerthrowing, swimming, horseriding and carriage races, typical tourney stuff like jousting or a melee, even team sports like rugby, ... Especially for one-on-one events rules can be very simple.
Seeker95

01-09-06, 03:27 PM
Dragon Issue #299 has d20 jousting and tournament rules.
Also Tournaments Fairs & Taverns (http://www.rpgnow.com/product_info.php?products_id=164&) is a decent source.
Emery1261

01-09-06, 03:30 PM
Thanks q'afuu and Seeker95. Unfortunately I do not have access to Dragon Magazines and I am not really up to paying for books (college insists on having every last penny I earn). At any rate, this is what I was thinking:


Teams of 4-5 characters with alternates
All Classes Allowed
No Weapons
Large Size Max
No Offensive Spells, Only Supportive
Moderated Sized Field/Arena with
Along the lines of Rugby, American/Canadian Football, Aztec Tlachtli or Ultimate Frisbee


I would think with those basic rules there would be a few certain classes idea for posistions ont he field. For instance, a Reaping Mauler would be an amazing tackler/blocker. I would like to develop this further if anyone would like to help.

Emery
Deacon Liadon

01-09-06, 04:15 PM
Try the Blood Bowl (http://www.blood-bowl.net/) :)

Funny story, I actually played that in D&D once. We got out the block dice and used them in addition to the normal D&D dice.
q'afuu

01-09-06, 04:46 PM
I would think with those basic rules there would be a few certain classes idea for posistions ont he field. For instance, a Reaping Mauler would be an amazing tackler/blocker. I would like to develop this further if anyone would like to help. Not to hold you back or anything, but it sounds like you're looking for a fairly elaborate set of rules and mechanics. If you get a kick out of that sort of thing, great, but what you're likely to end up with is a game inside your D&D game that takes up an entire gaming session and doesn't add anything other than the fun you (hopefully) had while resolving it. Not everyone (I daresay only a small minority of people) will see this as a good way of spending an afternoon or evening of D&D.
Emery1261

01-09-06, 07:36 PM
Well the thing is it's only for me and a few friends. They like the idea so I guess it's a win/win situation?
Alac Luin

01-11-06, 02:15 PM
Along the lines of Rugby, American/Canadian Football, Aztec Tlachtli or Ultimate Frisbee

If you play 2ed, you can get the meztica campain setting as a free download page.
Or, you can look at my attempt to translate the rules in that book to 3.5 rules.

They have not been play tested, and I'm not even sure if I finish the translation :embarrass

The Ball Game
General Rules
The game is played between two teams consisting of 3 to 6 players on each team with a rubber or stuffed leather ball approximately 8-10 inches in diameter. The ball is considered a thrown ranged martial weapon with a range increment of 10ft for determining attack roll bonuses and penalties. If the ball is used to deal damage, it deals 1d4 points non-lethal damage plus the attackers strength bonus in the first range increment, half strength bonus (rounded down) in the second range increment, strength bonus is ignored from the third range increment and beyond. Regardless of a characters BAB and number of attacks per round, typically only one attack per round is allowed. A character still gets any available attacks of opportunities (including those gained from the Combat Reflexes feat).
The ball is not to be touched by hands. Other body parts are required to move the ball (head, hips, elbows feet, etc).
A team wins a game by scoring three goals; a match consists of three games. A game can also be won, instantly, if a player knocks the ball through one of the hoops in the wall.

TO PUT THE BALL IN PLAY: A player is selected from each team. Both players start with ready actions to gain control of the ball by making opposed dexterity checks. The player with the highest roll wins and is considered to be in control of the ball. If this roll is equal, another roll is made, this continues until one player is successful. Initiative is rolled for all players and the game follows as if it was combat. At the start of each game and after each point play is started in this way. .

PASSING THE BALL: Is a free action. You must currently have control of the ball. Passing the ball has a DC 5 while ball in static DC 10 when moving, this is made as a dexterity check. This send the ball into the 5’ area containing the character you are passing to. Failing the dexterity check results in the ball moving into an adjacent square as if Moving Unconcroled.

RECEIVING A PASS: A character must be aware that they are to be the recipient of the pass.

GAINING CONTROL OF THE BALL: As a standard action, or as an attack of opportunity, a character can attempt to gain control of the ball. To gain control of the ball a character must make a successful attack roll opposed to the balls AC using the characters attack bonus with the ball. The armor class of the ball depends one of 4 states, Static (unmoving, uncontrolled) AC 10, Moving Uncontrolled or Receiving a Pass (anytime no player has active control of the ball) AC 12, Controlled movement (intercepting a pass, blocking a shot at the goal) AC 15, Active control AC 15 + controlling characters dexterity bonus + other applicable dodge AC bonuses. If the ball travels through the square the character occupies (not threatened) when the character starts his turn, the character gains a +2 circumstantial bonus due to the close proximity

BLOCKING THE BALL: As a standard action, or as an attack or opportunity, a character can stop the movement of a ball that passes into a square threatened by the character with a successful attack roll. The character makes an attack role as if he is trying to gain control of the ball with a +2 bonus to the attack role. If successful, the ball stops movement and is now considered static. A character with 5 or more ranks in Tumbling gains an additional +1 bonus.

TO SHOOT: At the opposing goal, a player must make an attack against AC 10 with the ball. While the ball is traveling to the goal line, all opposing players whose area and threatened areas the ball passes through gets a chance to block or gain control of the ball. If no character blocks or gains control of the ball, the ball continues over the goal line and scored one point.

Closed Court Rules
The closed court is hard packed dirt in a rectangle 15’ by 45’; the 5’ on each end of the long side is the goal line making the playing field 15’ by 35’. The length of the field is walled, perpendicular to the goal lines. At midpoint, a ring is mounted vertically out from the wall about 15 feett high. The open part of the ring points to the goal lines. One player from each team defends the goal line by positioning themselves where they threaten the 3 5foot squares in front of the goal line. The other players play the rest of the field.

In the closed court rules, feet are not allowed to make a shot at the goal or ring. Sometimes, the fields are larger, but the general rules apply. The kicking of the ball is allowed only to get the ball off the ground and back into play. A player cannot maintain control of the ball. The attack role the character takes to gain control of the ball is the hit needed to pass the ball. To shoot the ball, an additional attack role is required as in the general rules.

TO SHOOT: At the ring on the wall: A player must make an attack against AC 25 with the ball, and requires concentration. Since the ring is 15 feet high, any shoot at the hoop is normally one range increment greater then the characters distance from the hoop would appear (add 10 feet to the calculation). The line of sight of the hoop needs to be considered also. Spaces adjacent to the wall the attack is made from have no concealment, spaces at 45 degrees from the hoop would be considered concealed. While the square containing the hoop and 60 degrees and greater, the hoop is considered total concealed.
Making a successful hoop shot wins the game and a mater of great status.

Open Court Rules
The open court rules game is used in the more rural areas. There is no fixed size for the open court. A field can be as small 30 feet by 50 ft to several miles. There have been games played between two villages that village centers are used as the goal lines. The goals can also be of different sizes randing from AC 5 for large goals to AC 15 for small goals. The typical 3 to 5 players per team on the field can increase to 50 players on a side for the games played on larger fields..

RUNNING WITH THE BALL: A character can maintain control of the ball while running by using a series of short kicks, this is considered controlled movement. The character can only move at run(x3). A Character with the run feat is capable of reaching speeds of Run (x4). This is assuming no armor or light armor, and carrying a light load or below. If loaded, or wearing armor, consider a character’s top speed is one category less then they are capable of.

OBSTICALS: Most games played on defined fields are played in clearings, making obstacles not an issue. Other games are played with through the woods, buildings, and over hills. The typical rules for movement are applied. A character maintaining control of a ball has a max speed on one category less then they normally would.

OPTIONAL RULES: Scoring from 1 point to 10 points needed to win the game. Extremely large games that take several days to complete allow no movement of ball between sunset and sunrise. Ball placed into play at the goal line of the team that last scored.
Seeker95

01-11-06, 04:50 PM
Tenser Jousting Two casters each stand on a floating disk created by the other. Armed with padded jousting sticks, the two attempt to knock the other off. The winner is the last one to remain on the disk.
Araciel

01-11-06, 06:13 PM
if anyone says the q-word i will laugh
Hodo

01-11-06, 08:05 PM
Tenser Jousting Two casters each stand on a floating disk created by the other. Armed with padded jousting sticks, the two attempt to knock the other off. The winner is the last one to remain on the disk.

It is also tradition that each competitor have a one-two syllable name such as "Viper", "Nitro", or "Star" and use polymorph to change their figure into one that is freakishly large and well muscled.
Seeker95

01-11-06, 09:38 PM
I assume the last two comments are some kind of video game reference, but I don't get it. (Haven't played video games since the 80s.) I was turning the rennaisance fair log balance jousting game into a magic disk game.
Araciel

01-11-06, 09:42 PM
i was referring to a franchise which deals with a young wizard and his trials at wizard school....

i think the other post was an allusion to american gladiators, which did have a video game based on it for the original NES console, which oddly enough was available in the 80's
MessiahOmega

01-11-06, 09:47 PM
RECEIVING A PASS: A character must be aware that they are to be the recipient of the pass.


i think that this should need a skill check or touch attack vs the throwers result or somthing.




i know that you didnt want to hear about dragon magazine, but there is an old issue about halflings that has a bunch of stuff in there.
Emery1261

01-12-06, 05:17 AM
The Ball Game
General Rules
The game is played between two teams consisting of 3 to 6 players on each team with a rubber or stuffed leather ball approximately 8-10 inches in diameter. The ball is considered a thrown ranged martial weapon with a range increment of 10ft for determining attack roll bonuses and penalties. If the ball is used to deal damage, it deals 1d4 points non-lethal damage plus the attackers strength bonus in the first range increment, half strength bonus (rounded down) in the second range increment, strength bonus is ignored from the third range increment and beyond. Regardless of a characters BAB and number of attacks per round, typically only one attack per round is allowed. A character still gets any available attacks of opportunities (including those gained from the Combat Reflexes feat).
The ball is not to be touched by hands. Other body parts are required to move the ball (head, hips, elbows feet, etc).
A team wins a game by scoring three goals; a match consists of three games. A game can also be won, instantly, if a player knocks the ball through one of the hoops in the wall.

TO PUT THE BALL IN PLAY: A player is selected from each team. Both players start with ready actions to gain control of the ball by making opposed dexterity checks. The player with the highest roll wins and is considered to be in control of the ball. If this roll is equal, another roll is made, this continues until one player is successful. Initiative is rolled for all players and the game follows as if it was combat. At the start of each game and after each point play is started in this way. .

PASSING THE BALL: Is a free action. You must currently have control of the ball. Passing the ball has a DC 5 while ball in static DC 10 when moving, this is made as a dexterity check. This send the ball into the 5’ area containing the character you are passing to. Failing the dexterity check results in the ball moving into an adjacent square as if Moving Unconcroled.

RECEIVING A PASS: A character must be aware that they are to be the recipient of the pass.

GAINING CONTROL OF THE BALL: As a standard action, or as an attack of opportunity, a character can attempt to gain control of the ball. To gain control of the ball a character must make a successful attack roll opposed to the balls AC using the characters attack bonus with the ball. The armor class of the ball depends one of 4 states, Static (unmoving, uncontrolled) AC 10, Moving Uncontrolled or Receiving a Pass (anytime no player has active control of the ball) AC 12, Controlled movement (intercepting a pass, blocking a shot at the goal) AC 15, Active control AC 15 + controlling characters dexterity bonus + other applicable dodge AC bonuses. If the ball travels through the square the character occupies (not threatened) when the character starts his turn, the character gains a +2 circumstantial bonus due to the close proximity

BLOCKING THE BALL: As a standard action, or as an attack or opportunity, a character can stop the movement of a ball that passes into a square threatened by the character with a successful attack roll. The character makes an attack role as if he is trying to gain control of the ball with a +2 bonus to the attack role. If successful, the ball stops movement and is now considered static. A character with 5 or more ranks in Tumbling gains an additional +1 bonus.

TO SHOOT: At the opposing goal, a player must make an attack against AC 10 with the ball. While the ball is traveling to the goal line, all opposing players whose area and threatened areas the ball passes through gets a chance to block or gain control of the ball. If no character blocks or gains control of the ball, the ball continues over the goal line and scored one point.

Closed Court Rules
The closed court is hard packed dirt in a rectangle 15’ by 45’; the 5’ on each end of the long side is the goal line making the playing field 15’ by 35’. The length of the field is walled, perpendicular to the goal lines. At midpoint, a ring is mounted vertically out from the wall about 15 feett high. The open part of the ring points to the goal lines. One player from each team defends the goal line by positioning themselves where they threaten the 3 5foot squares in front of the goal line. The other players play the rest of the field.

In the closed court rules, feet are not allowed to make a shot at the goal or ring. Sometimes, the fields are larger, but the general rules apply. The kicking of the ball is allowed only to get the ball off the ground and back into play. A player cannot maintain control of the ball. The attack role the character takes to gain control of the ball is the hit needed to pass the ball. To shoot the ball, an additional attack role is required as in the general rules.

TO SHOOT: At the ring on the wall: A player must make an attack against AC 25 with the ball, and requires concentration. Since the ring is 15 feet high, any shoot at the hoop is normally one range increment greater then the characters distance from the hoop would appear (add 10 feet to the calculation). The line of sight of the hoop needs to be considered also. Spaces adjacent to the wall the attack is made from have no concealment, spaces at 45 degrees from the hoop would be considered concealed. While the square containing the hoop and 60 degrees and greater, the hoop is considered total concealed.
Making a successful hoop shot wins the game and a mater of great status.

Open Court Rules
The open court rules game is used in the more rural areas. There is no fixed size for the open court. A field can be as small 30 feet by 50 ft to several miles. There have been games played between two villages that village centers are used as the goal lines. The goals can also be of different sizes randing from AC 5 for large goals to AC 15 for small goals. The typical 3 to 5 players per team on the field can increase to 50 players on a side for the games played on larger fields..

RUNNING WITH THE BALL: A character can maintain control of the ball while running by using a series of short kicks, this is considered controlled movement. The character can only move at run(x3). A Character with the run feat is capable of reaching speeds of Run (x4). This is assuming no armor or light armor, and carrying a light load or below. If loaded, or wearing armor, consider a character’s top speed is one category less then they are capable of.

OBSTICALS: Most games played on defined fields are played in clearings, making obstacles not an issue. Other games are played with through the woods, buildings, and over hills. The typical rules for movement are applied. A character maintaining control of a ball has a max speed on one category less then they normally would.

OPTIONAL RULES: Scoring from 1 point to 10 points needed to win the game. Extremely large games that take several days to complete allow no movement of ball between sunset and sunrise. Ball placed into play at the goal line of the team that last scored.


:eek: Thank you so much Alac Luin. I love it.

Emery

P.S. I like the Tenser Jousting Seeker95. You could also do Summoning Battles. And as for the posts for references to American Gladiator and HP, quite funny. I lol'd. :D
Alac Luin

01-12-06, 12:07 PM
RECEIVING A PASS: A character must be aware that they are to be the recipient of the pass.

i think that this should need a skill check or touch attack vs the throwers result or somthing.

I wrote out those rules about a year ago, and like I aluded to earlier, this was a project that just "fell off my map" before I finalized it. Glanceing over this, I think It should read...

RECEIVING A PASS: A character must be aware that they are to be the recipient of the pass and sucseed at GAINING CONTROL OF THE BALL.

"GAINING CONTROL OF THE BALL" is the following section.

If anyone attempts to use these rule, or base a game on these rules with modifications please PM or E-mail me!!!!! I would love to hear how it worked out.
dbladeaz@aol.com
DeeL

01-12-06, 02:51 PM
To most fans of WotC products, the Wizards of the coast really got started when the TSR/Hasbro thing happened, but in fact the Wizards were a roleplaying game from way back. Long before D&D 3E, WotC had a game called Talislanta, a whole fantasy world in which there were neither dwarves nor elves. (In fact, it is interesting to note the similarities of the present D&D system with the one in use for Tal, but I digress.)

As it happens, I have the 3rd Edition Guidebook for Talislantak, which includes remarkable detail on The Magical Fair, a two-week celebration of the founding of a kingdom whose people are attracted to all things magical. Including magical games...

Some of the games at the fair include the obvious gladiatorial type challenges, held with padded sticks instead of swords, and a windship regatta, held overland of course.

But of course, the real deal here is the Battle Arcane. It takes place inside a transparent pyramid of seven tiers, 70 yards square at the base, with doors to the north and south. Winners may come and go through the doors to the north, while losers must exit to the south.

Single combat, spells only, no magical items although the fair holders will rent a magical item that enables you to cast a spell without losing its slot for the day.

Each duel lasts a number of rounds equal to the level of the tier times two plus one. There is one judge, who sits out of the arena to the east. After each round, the judge determines who had the advantage for that round. When one contestant has won more than half the rounds, his victory is determined, although the match may continue at the losers request even though the outcome is clear.

For a fee, a contestant may rent magical protections from injury or harm, although not necessarily mind-altering enchantments; if one contestant can make the other kneel through sheer magical power, he gets the advantage.


If you can get your hands on it, I recommend perusing Dragon issue 291, which includes an article on the games of the gnomes, the Little-Lympics.

Such games included Dizzy-Boff, which involves contestants trying to knock each other off a spinning wheel with gnome-sized padded staves, and Fortune's Fool, which involves simply catching more of the balls rolling around the wide wooden platform of the game area than their opponent. Simple really, except of course that spectators can flip panels of the platform and throw tomatoes at the contestants.

Not as detailed as Alac's offering, but I hope it helps.
Temmogen

01-12-06, 07:27 PM
Try this...
Rent a movie called "Blood of Heros" with Rutger Hauer and Joan Chen.
You can Google seach it too, and find some german sites about it. It could very easily be adapted to a midevil era sport. I have and have even based a campaign around a team of Juggers. It's a great excuse for someone to take a spiked chain fighter.
Alac Luin

01-15-06, 06:09 PM
General thoughts on the rules I posted above....

This was mostly a "conversion" of the rules in the Meztica setting.
This book presented it like a soccer game. No hands etc.
I could imagine changing things to a football/rugby rules is possible, but beyond my scope at this time.
I haven't thought about tackling, since this is like a soccer game, but....
A person attempting to remain in control of the ball is denied their Dex AC bonus to avoid a grapple, or if they wish to retain their dodge bonus, the give up control of the ball and if they avoid the grapple attempt must make a "gaining control of the ball" check to well, regain control of the ball.
On that note, smooth ball movement is “controlling the ball”, and the short kicks needed to move the ball is why movement is slowed by one category.
Since the ball is more often ahead of the person controlling the ball, the AC to steal the ball is relatively low.
I was thinking of this as a "friendly game", no combat, but I tried to put it into combat terms if someone wanted to have a "blood bowl".
In the "friendly game", 0 HP = remove from field, in a "blood bowl" = DM's choice
Magic use, again DM's choice. Most likely blatant magic use disqualifies the player casting prohibited spells.
Spells such as expeditious retreat or message would be great. As long as the magic does not effect the ball or players from the other team directly.
Where I was intending to use this, few spell casters would play the game so most players would be unused to seeing it used.

Now, for “confounding” an opponent, a Bluff check can be used to make the other team believe you are going to pass the ball one way while you are intending to do something else like passing it another direction, reducing the opposite teams “gaining control of the ball” checks by 2 for the next round. (possibly Bluff + DEX mod).
That is unless the player on the other team roles a successful Sense Motive check.

Non-sportsman like behaver:

Using the intimidate skill during the “kick off”, lowering the opponents chance of gaining control of the ball.
Using the ball to attack players, knocking them unconscious removing them from the game, doing this to the goalie can be effective.

Size of players, I definitely assumed Medium characters, although one of the sample players I was trying to make (I never finished them) was a halfling.
Due to size, anything larger then large would have a hard time attacking / kicking the ball.
As for class, I can see no reason to to bar any class, one may think about leaving the parties bard on the sideline as a cheerleader, while using his inspire courage song.

Rogues would be well placed for this game, due to dex and skills.
Barbarians would work well also, with their higher movement rate, the hit to movement rate while in control of the ball is not as hard.
Several of the sample players I was working on were actually “experts”, in a society where this game is played is bound to have people learning the game from a young age and gear their lives to attempt to be professional players.
Prodigalsun

01-16-06, 09:18 AM
If I remember corectly you can find a couple of rules for archery contests and other martial contests in complete warrior and all kinds of mage games in complete arcane, it's not really sports mind you so I dunno if it will help you!