DMs, How would you play out this in game sport?

satasha

Explorer
Headball rules:

There are 2 two teams with an equal number of players.

Each player is given a club with a sharp hook on the end of it. This is used to hook the headball or hit it forward. It can also be used on the opposing team members.

The object is to get the headball into opposing team’s goal, which is a hole in the wall on the opposite side of the field.

Needless violence is encouraged but everyone must obey the referee's trumpet, stopping or starting immediately.

The first team to 10 wins and the losers are escorted to the temple where they will be sacrificed to the gods; their heads to become new headballs.

How as a DM, would you play this out? Would you just abstract it? Would you put miniatures on a table and literally have each player move his? Or invent some kind of dice game for it (if so what)?
 

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kitcik

Adventurer
How as a DM, would you play this out? Would you just abstract it? Would you put miniatures on a table and literally have each player move his? Or invent some kind of dice game for it (if so what)?


Miniatures / the init system will not work realistically as you get to act in your turnwhile everyone else is frozen in place, which is not how sports works. I think there would be a lot of scoring in a game played by the init rules.

I would create a dice game where each "turn" each side has to choose from one of three choices: go for the goal (G), play defensive (D), or physical attack(A). There will be 9 possible outcomes:
1 2
G G
G D
G A
D G
D D
D A
A G
A D
A A
of which three are repeats (just reversed).
So, if you have 6 tables of results, you can cover all the possibilities.
for instance
G G
1 - both sides get a shot on goal. a single ranged attack, considered an attack in melee without proficiency, at AC 20.
2/3 - first side gets a shot on goal
4/5 - second side gets a shot on goal
6 - heads roll! head drops to the floor, no shots taken.

and make up similar tables for the other matchups.
 



SteelDraco

First Post
I've been in a game where we did this and had a blast.

We played it out. Several players got to play their normal PCs while the rest played opponents that the GM wrote (I think it was 4 on 4 with an eight person group). We picked who from our group would compete based on how physical they were.

Movement was essentially as normal, moving past armed opponents and suffering AoOs to trip you or block. I think the other team was mostly monks, so they excelled at movement and maneuverability.

I think you could drop the ball if hurt, though it might have been a disarm check.

Something to consider - make the ball itself provoke AoO when thrown. Passing near opponents should be risky, they might be able to grab it. You'll have to move/distract their defender to score or he'll block your shot. Maybe if his attack roll on the ball exceeds your ranged attack to pass he can block it.

I remember my character was badly injured because they ganged up on him after sneak attacks hurt their team badly.

I wonder if [MENTION=1932]Savage Wombat[/MENTION] still has the rules for that from the Aztec underworld game.
 
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My goodness, this was a long time ago.


OLLAMALITZLI – the Aztec Ball Game

The objective of ollamalitzli is to hit a rubber ball through a stone hoop at the end of a court (like basketball) without using the hands. Players with soccer and/or basketball experience have a slight advantage. The number of players varies – Tízoc will field a number of players equal to however many PCs wish to compete, including himself of course. The game will be played to three out of five. Ollamalitzli is a full-contact sport – wrestling, hair-pulling, and kicking are encouraged. Combat rules are used, with the following modifications:

Moving: Players move as teams – one side moves, then the other. (To determine first initiative, have the two “centers” roll initiative to determine possession of the ball. Players on a team may determine their order of move amongst themselves.

Players may not move faster than a hustle (double move). Since all players are unarmed, moving around someone does not provoke attacks of opportunity – but other actions may. Players may not move while in possession of the ball – they must pass or relinquish it first.

Throwing the Ball: as a rule, the ball is considered a simple missile weapon. The weapon has a range factor of 10’ – every additional 10’ increment reduces the attack roll by 2. Unlike most thrown weapons, however, the maximum range is 50’. If someone were to throw the ball for damage, it would inflict 1d4 + STR in subdual damage.

Note that any attempt to throw the ball, whether for passing or scoring, is subject to normal missile rules. Therefore, passing to a player adjacent to an opponent results in a –4 penalty for “shooting into melee”, and passing with an opponent blocking line-of-sight is also a –4.

Passing: a player with possession of the ball may attempt to pass it to another team member. To succeed, the passing player make a ranged attack against an AC of 10, and both players must make Prof: Ollamalitzli checks at DC 5. Failure at any of these checks allows an opposing player adjacent, or between, the two players to make his own attack roll (AC 10) to take possession instead. Members of opposing teams alternate in this fashion until an attempt is successful. If no player succeeds in taking possession, the GM places the ball in a logical, unoccupied, square.

Players on a team may attempt to pass the ball more than once in a given round – but each attempt increases the target AC, and skill check DC, by 5. So a team may attempt to pass from player A, to B, to C, to D – but player C will have to hit an AC 20 to complete the pass, and succeed at a DC 15 check.

Combat: as said before, ollamalitzli is a full contact sport. In fact, part of the point of the game is to shed blood for the gods. Players are therefore encouraged to make attacks on opposing players. Punching, while not illegal, is not exactly within the spirit of the game – attacks should be described as shoves, elbows, kicks, knees, headbutts, and whatever. Liberal use of grapples, bull rushes, and other combat options are encouraged. Disarm actions should be used on any attempt to take possession of the ball from an opponent.

Scoring: an attempt to score is an extended action that provokes an attack of opportunity. The player moves within throwing distance of the ring, and uses his attack action. Before resolving the attack, though, the rest of the round is played out, and the opposing team gets their turn. A player within melee reach of the shooter may spend his action (including the AoO if allowed) to block the shot instead of attacking. (He can also attack normally, and tripping or pinning the shooter prevents the shot.)

At the beginning of the next round, the shooter rolls to hit against AC 15, with all normal modifiers – especially if the blocker is between the shooter and the basket. If the shooter succeeds, roll any block attempts. A block attempt is a contest of skill against the shooter – if the blocker can hit an equal or better AC, he blocks the attempt. He does not, however, gain control of the ball – all other players within 30’ of the ring may make opposed Prof: Ollamalitzli checks, with winner gaining control. This may result in another attempt to score next round.
 

Piratecat

Sesquipedalian
[MENTION=3448]Cerebral Paladin[/MENTION] and [MENTION=3722]Orichalcum[/MENTION] designed something like this for an Aalterdam game, if I'm not mistaken. Hopefully they'll weigh in.
 

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