View Full Version : Heavyball, a D&D sport.

2008-04-04, 05:30 PM
I've decided to create a sport for people to use as a hook. A DM can have their players manage and play this game within the game. The PCs can enter many sports relating 'ventures like attempting to recruit players to their team, try to get training in a game, rigging the game, and more.

Game Basics: Heavyball is a sport involving 2 teams of 5 or more players wearing weighted padding. Each team attempts to score 21 points by tossing a heavy ball into a net without being disqualified by getting 6 or more fouls.

Style: Heavyball uses ability checks to find the results on most actions. Each ability plays a major role in gameplay.

Fairness: Heavyball uniforms include a shirt, a pair of gloves, a helmet, and a mouthpiece. The shirt has heavy plates stitched the the cloth and the gloves and very stiff. The helmet is lined in psionic reducing cloth. The mouthpiece prevents any from of speech or sound other the the whistle attached. This makes any use of feats, magic items, spells or powers hard to use. Spells and powers can be attempted but only have a 25% chance of success if they have verbal or somatic components. Even so anyone caught using spells or powers, earns a foul to their team.

Goals and Fouls: A team earns goals when they successfully toss the heavy ball in the goal net or when the opposing team trades in a foul. The first team to earn 21 or more points first wins. Players earn different points depending on how far they are from the goal net before tossing a heavyball in.

Close shot- 2 points
Far shot- 3 points
Hoard shot- 5 points
Trade in a foul- 10 point to the other team.

A team earns fouls by performing illegal actions. These include long term fighting (more than 15 seconds), using spells or powers, knocking out or killing players, or removing parts on their uniform. Once a team reached 6 fouls they automatically lose. A team captain can trade in a foul they committed by awarding the other team 10 points once per game.

Plays: Heavyball plays typically have 5 steps: Calling the play, throwing out, passing, tossing, and rebounding.

Calling plays: Before a throw out, one player rolls a Int roll vs an opponent's Int check. The winner's team gain access to a play bonus. Any player that team can call upon a +4 insight bonus to any one check until the ball is thrown loose or stolen.

Throw out and rebound: After a goal is score or foul committed, play is restarted. A player from each team makes a Dex roll. The winning player has the ball. A player with bonuses to their Initiative can add them to their roll. If a ball is thrown loose by a tackle

Passing and Running: The player with the ball can either pass (Str) or run (Con) to get into a better position for scoring. One defender from the other team can try to block (Dex), steal (Wis), or tackle (Str) the ball handler. If a pass is successfully, the passer throw the ball to the intended target. If a block or tackle succeeds, the balls in thrown loose. If a steal succeeds, the defender gets the ball. Players with the Endurance get a + 4 circumstance bonus win running with the ball.

Tossing for a goal: The player with the ball can attempt to score a goal with a Dex or Str roll. A player who ran before a toss gains a +4 bonus their roll. A defender can block the toss with a Con or steal with a Wis roll. If the ball handler attempts a far shot, 2 defender may attempt a block. If the ball handler attempts a horde shot, 3 defender may attempt a block. If a steal succeeds, the defender gets the ball.

Cheating: A player can distract the referees to allow other players to perform illegal actions. It's up the a player on the other team to call attention to action the action with an opposed Cha check. Should the cheating team win, they can gain themselves a +8 bonus to their next roll or can use a spell or power. Should they lose, they will given a foul.

So what do ya think.

It's Og the Barbarian for the Hoard! The Owlbears win!

2008-04-06, 06:39 PM
It's unclear how the time and space factors in to this. Where players move when they succeed on their checks, how close they have to be for various types of shots, how many checks they can make per round, how this interacts with the aforementioned fighting and sneaky spell-casting. As it is, its unusable