OK, thanks guys, but its all a bit difficult to implement. Here is a rough cut idea what might work:
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Zulda Ball
The tribal game of Valubra’s hill giants, the first match against non-giants is about to commence.
The game is played on a field of 120 x 100 feet with 2 teams of 6 members. It has a middle line (at 60 feet) and two end lines (at the end of both fields). One Zulda ball is placed in the middle of the playing field. Both teams (6 members each, no equipment, no magic) begin the game in 40 feet distance from the middle line. The goal is to move a team member with the ball in hand across the opposing teams end line, or to just bump everyone you find.
1. All players roll initiative. Initiative order is kept over the course of the game
2. An acting player may move 2d6 5’ increments per standard rules on his turn. The direction of the move is declared before dice are rolled.
Modifiers to movement:
a. Dexterity +2 or more: +1 5’ move
b. Dexterity +6 or more: +2 5’ move
c. Small creature: -1 5’ move
d. Large creature: +1 5’ move
e. Picking up a ball: -1d6 to move
f. Throw ball: -1d6 to move
g. Tackling: no modifier to move
h. Intercept: -1d6 to move
3. Picking up a still ball is always successful. It is declared before move is rolled.
4. Throwing a ball is a dexterity check versus a DC of 2d6 + 1 per 5’ square thrown. The 2d6 is rolled after the throw is declared. If the throw fails, the ball randomly hits one square in a straight line from the thrower to the catcher. It is a still ball afterwards.
5. Tackling another player requires moving into another players square and a grappling check against another players grapple bonus +10 or escape artist bonus +10. If tackling is successful, both players move in the direction of the tackling player by 10.’ A successfully tackled player takes ¼ of his full hp as subdual damage. If a tackled player held the ball, it falls down on his original square and is a still ball.
6. Active foul: Any character can actively foul at tackling. When he is being tackled, he can cause the attacker to lose ¼ of his hp as well in case of a successful tackle, if he is tackling, he can cause the opponent to lose ½ his hp in a single tackle. An active foul causes the player to be physically reprimanded by a team of 3 hill giant judges (the character takes a beating worth ½ his hp in subdual damage). This can be avoided if any player on the team can effectively bluff the judges that this was an “accident.” Bluff DC is 20 + 10 for every time this team has already argued for an accidental injury in this game.
7. Passive foul: Any character can move in a square adjacent to an opponent and fall to the ground and argue for a foul of the opponent. The player (and only that one player) can bluff the judges with a Bluff DC of 20 + 10 for every time this has already been argued by the team within one game. If he is successful, he can “exact justice” with a well placed kick (for ¼ of the opponents hp as subdual damage). If not, he is physically reprimanded by a team of 3 hill giant judges (the character takes a beating worth ½ his hp in subdual damage).
8. At any time, another character may intercept a character moving within 15’ of him by giving up his own next turn. The intercepting character rolls for move and moves into the direction of the opposing player. If he reaches a square crossed by that player, he rolls a tackle check as above. If not, he moves the squares he can, and loses his next turn anyway.
9. One team wins when:
a. It has scored 5 points
b. It has disabled at least 3 opposing players
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any thoughts?
feedback?
does anyone want to try this?
Note: its for high level guys, thats why bluff dcs are so high and no real hp are used.