D&D Hockey (could be considered combat, in Canada atleast) [Archive] - Wizards Community

Post/Author/DateTimePost
Hedstrong

11-25-05, 10:42 PM
Hello out there your on the air it's hockey night tonight..

I'm sure atleast half of the people on this thread are familiar with the great game of Hockey. Well, one day my buds and I were watching our favourite team, (The Senators all the way baby!) and figured, why not have our characters have some icey fun?

So i came up with a rough draft of how Hockey could be played in D&D. Due to the obvious savagery and well more lawless characteristics of D&D a few rules shouldnt prolly be in here. Most obvious, Line rules, such as Offside. (with the exception of Too Many Men on the Ice)

To start heres the basics:

MOVEMENT
As everyone should know, movement in hockey is all about balance. Thus when ever a person makes a move they must make a balance check.A check is made every round to determine the players speed for that round. The chart works like this if you roll a check of:
10 and under =You fall flat on your arse.
10-15 =You can move at speed of 20 to 30 ft.
15-20 =You can move at a speed of 30 to 35 ft.
20+ =You can move at a speed of 40ft.

PUCK
A puck is a round thick peice of rubber. When hit it can move quiete fast, faster then 90 MPH. When hit by a puck the person hit takes 1d6 subdual damage. (which by the way HURTS like a B****!)

Charging: This works just like it does in normal D&D. The difference is however, that coupled with the straight line and unobstructed rules, they must make a blalance check, if they get higher then a 15, then they succesfully can charge. The succesful checker can keep on moving, just like an Over run attack.

Checking: A player can ram themselves into another player for a number of reason. The first, well its just plain FUN! In order to do this, one player must make a melee touch attack. When hit both players must make an opposed strength check. The loser is knocked flat on their but. The player who initiates the check gets a +2 to the check for every 10 feet faster he\she is moving then the defender. Their is a 50% chance that with every check a person is dealt 3d6 subdual damage.

SHOOTING
In order to shoot a puck, the player must make a ranged attack to the net. (NOT the goalie! my god who WANTS to hit the goalie?) The net has an AC of 10. A player has a -4 to their attack if there is more then 3 players infront of the net, due to the bodies blocking the net.

GOALIES
A goalie has the hardest job on the ice, protecting the net. When a shot is made the goalie does one of the two:
Prepared Action: A goalie can attempt to catch the puck by beating the shooters attack roll with his own attack roll (at a +4 bonus due to the glove, modified by dex). If the goalie catches the puck, he can either shoot it off (as a free action), or else drop it behind the net and let one of his team mates take it.
Block: A goalie can use an attack of opportunity to instead jump infront of the puck. The goalie must beat the opponents attack roll with a reflex save (with a +2 circumstance bonus due to padding). If the goalie beats the opponents result by 5 or more, he can shoot the puck as a free action, otherwise it falls into an adjacent square (determined randomly).



FACE-OFFS
At face-offs two players meet head to head to battle for puck control. Each person makes a Dexterity check, the higher wins control of the puck and chooses which direction to move the puck. IF a tie occurs they both make a strength check, the winner over powers the other and gains control of the puck.

STEALIN THE PUCK
It is simply a disarm check.

PENALTIES (chances are most of these will be ignored so heres the basic ones)

Hooking: IF a player is held back by a stick, the player gets a two minute penalty and the team is shorthanded.
Holding: IF a player grabs onto anothers clothing or body and holds them back.
Slashing: Hitting another player with your stick.
Tripping: Nuff said

EQUIPMENT
Hockey Stick: A Hockey stick is well a hockey stick, pretty much just a long peice of wood with a flattend and curved end. IT can be used as a Medium sized Quarter staff, but follows the improvised weapon rules and shatters upon one use.
Hockey Suit: It is essentially Padded Armor. A Goalies suit is thicker but does not raise his AC merely gives him a +2 to Reflex saving throws for stopping a puck.
Helmet: Well it's a plastic helmet, use any helmet rules you want only hardness ****** and 5 hp.

So theres my rough draft, negative or positive please leave comments, but be pleasant, i dotn coem here to be called an idiot or say i cant think right. Keep in mind this is only a rough draft and will change as time goes by.
Waterhammer

11-26-05, 12:47 AM
You are playing before an audiance of irate kobolds,armed with light crosssbows,and if they don't like a play they shoot at you!

:evillaugh
PlasmaBunny

11-26-05, 01:24 AM
A few ideas/suggestions:

Eliminate the balancing (Otherwise people have to have ranks in it to avoid being flat footed, which I assure you. Hockey players are not :P)

Gear:
Puck: Ranged weapon, deals 1d2+str mod in nonlethal damage. 10 foot range increment, max range 10 increments.
Hockeystick: Melee weapon, treat as quarterstaff, except that one end also gains a +2 bonus to disarm checks and can be used to trip.
Player Padding: Light Armor, DR 3 against the puck.
Goalie Padding: Medium Armor, DR 6 against the puck.

Bodychecking is either an overrun attempt or an unarmed strike.
Crosschecking is using the hockey stick to attack.
Stealing the puck is a disarm check, usually used on attacks of opportunity.
Tripping is normal (With a 20 round penalty)

AC for the net is 5 (medium size, no dex), 9 if the goalie is in it (Goalie provides cover).

Goalie can also do these things
Prepared Action: A goalie can attempt to catch the puck by beating the shooters attack roll with his own attack roll (at a +4 bonus due to the glove, modified by dex). If the goalie catches the puck, he can either shoot it off (as a free action), or else drop it behind the net and let one of his team mates take it.
Block: A goalie can use an attack of opportunity to instead jump infront of the puck. The goalie must beat the opponents attack roll with a reflex save (with a +2 circumstance bonus due to padding). If the goalie beats the opponents result by 5 or more, he can shoot the puck as a free action, otherwise it falls into an adjacent square (determined randomly).
Jaid

11-26-05, 12:09 PM
personally, i would just give the goalie the deflect arrow, catch arrows, and some other feat that lets them act as a better form of cover (can't think of name) abilities.
Esgay

11-26-05, 04:31 PM
A few ideas/suggestions:

Eliminate the balancing (Otherwise people have to have ranks in it to avoid being flat footed, which I assure you. Hockey players are not :P)
...

I'm pretty sure ice hockey players would have a few ranks in balance, after all they're skating along a sheet of ice, how does that not involve balance?
Dyne

11-26-05, 04:40 PM
I like this idea. Similarly, I tried to create Quidditch rules for D&D, from the Harry Potter books. Mine's a bit more complex, though.
Link (http://boards1.wizards.com/showpost.php?p=7114964)