D&D 4E 4E Goatball

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First Post
My players are trying to convince some Goliaths to ally with them, and they have been challenged to a friendly game of goatball. I thought about making this a skill challenge, but then thought it might be more fun as a "combat" encounter. Here are the rules I came up with:



Goatball is played on a field of several dozen small platforms. The teams start on opposite ends of the course, and the goat starts on a platform more or less in the center. The first part of the game is a race to grab the goat; the team that gets possession of it starts on offense, the other team starts out defending.

On Offense, your goal is first to "break through" (aka "light the goat"), then to "hit out" an opponent. To break through, your team must complete three passes of the goat, using at least four platforms as the endpoints of a pass. If you succeed at this, you are now eligible to "hit out" by throwing the goat at an opposing player in an attempt to hit them. If you succeed, you retain possession of the goat and must break through again before you can hit out another opponent.

On Defense, your goal is to intercept the goat when it is thrown and prevent the other team from breaking through. Once they have broken through, you cannot intercept the goat (it is now "burning") and can only dodge it when it is thrown at you.

On Offense or Defense, you can push another player off a platform at any time.

Changing possession: Offense and Defense change roles when the goat is intercepted or touches the ground, UNLESS it hits the ground as part of a successful hit-out.

Scoring: Your team scores when an opposing team member falls or is pushed from a platform, or is hit out. The falling or hit player is out of the game until possession changes.

Winning: For small games (four players on a side), the game ends when all the opposing players are out simultaneously. For larger games the game also ends when either team scores points equal to the total number of players on both teams.


Playing Goatball in D&D uses the following rules and rolls:
No weapons, hand-held implements or shields are allowed. Since armor, clothing and jewelry are permitted, items that improve your fort and reflex defenses will work. You may not want to wear armor, since no rolls in goatball target AC and it may impact your skill rolls.

INITIATIVE: At the start of each round, the person with possession of the goat may exchange initiatives with any other person on their team.

JUMPING: Athletics check /10 = squares cleared. Goliaths can always jump as if they had a running start; their check/5 = squares cleared. You can jump and push as a charge action.

PUSHING: Basic melee attack (STR + 1/2 Level) vs Fort for success. +2 if charging (with a successful jump). Powers that pull, push or slide can also be used; a save is allowed to fall prone instead of falling off the platform.

GRABBING: Basic melee attack (STR + 1/2 Level) vs Reflex for success. You may target the goat; success means you are both holding it; each round, make an opposed Strength check as a minor action and if you beat the other contestant by 5 or more you wrest it from his grasp. Note that if you grab a "burning" goat, you have just tagged yourself out! If you grab a player, you and that player cannot catch a thrown goat, and you both grant combat advantage to anyone except each other. You may push someone you have grabbed, throwing them off the platform - resolve as a regular push, with a +2 bonus.

ESCAPING A GRAB: Acrobatics vs. Reflex, as a move action.

LIVING SHIELD: Requires a grabbed opponent and a readied action. If another player hits you with a tag or throw, make a saving throw. Success means your grabbed opponent is hit instead.

THROWING (PASSING): Basic ranged attack (your DEX + catcher's DEX + 1/2 your level). The DC is 15, +1 per square of range. Non- goliaths get a -4 to this roll because they treat the unbalanced goat as an improvised weapon; goliaths are proficient with thrown goats.

THROWING (HITTING OUT): Basic ranged attack (DEX + 1/2 your level) vs target's Reflex, -1 per square of range. Again, non-goliaths get a -4 to the roll.

TAGGING (HITTING OUT): If eligible, you can use the goat to tag an opponent in an adjacent square instead of throwing it at them. Basic melee attack (STR + 1/2 your level) vs Reflex.

INTERCEPTING A PASS: Opportunity action, if a pass goes through your square or an adjacent square (using center to center straight line measurement). Thievery check, DC = the passer's roll.

DODGING A THROW: Requires a readied action. Acrobatics check, DC = the thrower's roll. You cannot dodge a "tag".

USE OF POWERS: All powers that normally deal damage can be used in non-damaging ways during the game, to take advantage of their secondary effects without causing harm to your hosts. Effects that happen only on a hit still require a successful hit roll, but damage need not be rolled.
MARKING: A marked opponent does suffer the -2 for attacks that do not include the marker, but takes no damage from Divine Sanction.

SPECIAL SAVING THROW RULE: Any power that grants a saving throw (or gives a bonus to one) grants that throw or bonus any time before the end of your next turn; it need not be used immediately. Normally this will be to fall prone instead of being pushed off a platform.

OTHER SKILL CHECKS: These tricks will probably only work once per match; treat them as Encounter powers.
*Feint (Bluff vs insight, standard action): success gives you combat advantage vs that opponent until end of your next turn.
*Gallant sportsmanship (Diplomacy, DC 30, standard action): only when you fall or are hit out. Success pleases the crowd; their cheering gives a +1 to all your team's rolls until end of your next turn.
*Pure grit (Endurance, DC 25): immediate interrupt. Trigger: you fail a jump or are pushed off a platform. Success: You instead catch the edge of the platform; if you are not pushed again, you can spend a move action to climb back up during your turn.
*Trash talk (Intimidate vs Will, standard action): success means the target cannot voluntarily get closer to you on his next turn, and if passing the goat cannot pass it within 1 square of you.
 

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goliaths are proficient with thrown goats.

That is one of the most amusing things I have read in a while, what were WoTC thinking omitting this (now obvious) racial ability!

INTERCEPTING A PASS: Opportunity action, if a pass goes through your square or an adjacent square (using center to center straight line measurement). Thievery check, DC = the passer's roll.

On a more serious note I think you might be able to expand on this a little. You could think about a rule where whenever the goat is thrown 1 member of the opposing team may move (not shift) up to half their speed to attempt an interception, this movement provokes opportunity attacks as normal. Each square the interceptor moves gives him a -1 penalty to his interception roll.

For the interception roll I think I might want to see Acrobatics and maybe Athletics as an option too. I can see what you are trying to do by making more skills useful, but really this seems like a game that favours Goliaths and as such will probably favour Athletics. Allowing Acrobatics and Thievery (or other skills) is good though because it represents outsiders comming in an using their own natural talents which might surprise the Goliaths who would never think to play that way.
 

Yes, I thought about that but I didn't want athletics to be used for everything; several characters in my group are pretty poor at it. The dwarf cleric was particularly challenging. Though she will be hard to knock down, she'll have trouble moving around, throwing, catching and dodging, and since she's not STR-based, her bull rushes and grabs will suffer too. The special saving throw rule was put in to let her have an impact; she now has an at-will that can give a chosen ally two chances to save vs being knocked off instead of one.
 

I am so totally going to steal this and use it in my game. The pcs are probably going to go through a goliath area before too long anyway.
 


Is...

Is this a live goat!?!

Cause that makes for a strange, violent, terrible game!

Oh god.

Terrible.

You need rules for that goat running about too, scared, injured.



HORRIBLE!


*steals the game rules for his own purposes*

INHUMANE!
 



UPDATE: Post-play

After actually playing this, here are my impressions and comments.

Overall, it went very well. Everyone was engaged, and the novel scenario made everyone take a fresh look at their abilities.

Someone pointed out at the beginning that a goatball, as a heavy thrown weapon, should use strength and not dexterity for its attacks. I agreed, but it meant that people who were good at catching the goat were not necessarily good at throwing it. Post-game, there was some discussion about pairing the ranger and barbarian, so that the ranger caught the goat, handed it to the barbarian, jumped to another spot, caught it again, and returned to hand it off.... but in game they didn't get that fancy. When the ranger caught the goatball, she just ran to the far corner to keep possession while the team methodically knocked all the opponents down the old fashioned way.

Dwarves are awesome. Can't be bull-rushed.

I made platforms in varying sizes - 1x1, 1x2 and 2x2, with one central 2x3. For people on a 1x1, the only way to bull-rush them was with a jumping charge. Success pushed them off, while failure meant the attacker fell. This collided with the saving throw to avoid being pushed, making a charge a bad idea, since you lost a point unless you succeeded AND the opponent failed to save. So I ruled that if they saved and fell prone in the square, the attacker could share the square with them - they could not get up until the attacker moved or was dislodged.

I also ruled that if you pushed someone who was already prone, they got no save to fall prone and avoid the push. It kept the game from dragging on too long, and encouraged ganging up on the larger platforms.

Some rulings required:
No, you cannot bring your wyvern mount.
No, voidsoul genasi, when you and the goatball cease to exist and then return, it doesn't count as changing possession.
The last point scored involved the bard making an attack that teleported the barbarian to his side. There was no room on the platform, so he fell off as a free action, granting the other side a point but making a space for his ally to appear. It was a cool move, so I allowed it.

No one ever scored using the ball, though it did get passed several times.
 

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