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Playing rugby with miniatures, any ideas?

gavagai

First Post
I want to start of my next game session with a kind of rugby / soccer match between hill giants and a party of high level heroes (friendly sports). Anyone ever thought about a way to bring ball games on to a batllemap?
 

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gavagai

First Post
...uh... yes. I was hoping for something house rule like using standard D20 cast and maybe grapple / ranged attack rules. I neither want to spend money on Bloodbowl, nor transfer existing characters to a new ruleset or explaining new rules to the players for just a single game ... (but thanks for the suggestion anyway, Herzog)

... no one tried this within an existing campaign before?
 

Plane Sailing

Astral Admin - Mwahahaha!
Trollball from Runequest was excellent. Of course, you had to use trollkin as the 'ball' and the referees were 40ft giants who would stick the boot in to anyone who performed a foul, but I'm sure you could do something with that if you could find the rules anywhere!
 

gavagai

First Post
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

----

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.
 


gavagai

First Post
Thanks for the info, checked it out, but unfortunately, its not rugby like (it has platforms and stuff). Anyway, I already described hill giants playing rugby, so I cant introduce platforms now ... :)
 

Notmousse

First Post
Not sure about the rules of Rugby aside from a comparison to arena football, but how about this.

A touch attack to hit the correct square (DC 5 normally, and give the ball a 20' range given we're talking giants) when throwing, with a grapple against the ball to receive.

Tackles could be treated like grapples, with attacks to put the carrier on the ground.

I might come up with more given some time to think about it, and more of an idea what rugby is.
 

Sigurd

First Post
Standard character stats.

Str bonus to throws
Dex Bonus to speed
Con Bonus to hits (of course)
Subdual damage. Touch attacks.
 

Nuclear Platypus

First Post
gavagai said:
I neither want to spend money on Bloodbowl

You can download the Living Bloodbowl Rulebook for free, along with other OOP Games Workshop games like Mordheim or Necromunda.

http://www.specialist-games.com/bloodbowl/default.asp
or more specifically:
http://www.specialist-games.com/bloodbowl/rulebook.asp

But what the others said. Maybe opposed Str checks to see if a person is dragged to the ground so yes, there could be someone dragging the opposing team around the field. I've fond memories of my fearsome Rat Ogre "Buttons" (from my skaven team Omlette du Fromage I think, all named after cheeses) getting the ball and dragging several of my opponent's undead across the field. It didn't help that Buttons was super aggressive (Wild Animal drawback) thus wasted movement chasing them around the field instead of to the endzone.

I'm going mainly on memory here since I've not looked at my league's rulebook in years. To pickup the ball, pretty much roll anything but a 1 on a d6. To pass, it was basically a Dex check to see if the ball went where the thrower wanted it to with a second Dex check by the catcher to see if they could actually grab it. Certain skills / traits allowed rerolls like the Catch skill gave a second chance tho Team Rerolls could also be used. Some teams with both giant and small players like trolls and goblins could have the troll lob the goblin downfield and possibly have them run in for the score. If the lil guy can survive the landing.

But Blood Bowl was kind of fussy about its rules like picking up a ball was at the beginning of a move or the end, not the middle, so the guy has to handoff or pass to another player.
 

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