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DMs, How would you play out this in game sport?
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<blockquote data-quote="Savage Wombat" data-source="post: 5838595" data-attributes="member: 1932"><p>My goodness, this was a long time ago.</p><p></p><p></p><p><strong>OLLAMALITZLI </strong>– the Aztec Ball Game</p><p></p><p>The objective of <em>ollamalitzli </em>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:</p><p></p><p><strong>Moving</strong>: 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. </p><p></p><p>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.</p><p></p><p><strong>Throwing the Ball</strong>: 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.</p><p></p><p>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.</p><p></p><p><strong>Passing</strong>: 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.</p><p></p><p>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.</p><p></p><p><strong>Combat</strong>: 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.</p><p></p><p><strong>Scoring</strong>: 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.)</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Savage Wombat, post: 5838595, member: 1932"] My goodness, this was a long time ago. [B]OLLAMALITZLI [/B]– the Aztec Ball Game The objective of [I]ollamalitzli [/I]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: [B]Moving[/B]: 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. [B]Throwing the Ball[/B]: 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. [B]Passing[/B]: 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. [B]Combat[/B]: 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. [B]Scoring[/B]: 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. [/QUOTE]
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