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<blockquote data-quote="Kid Charlemagne" data-source="post: 4003121" data-attributes="member: 93"><p>Well, I figure I may as well post what I have for comment. I've made notes in italics where I'm considering different ways of handling things - feel free to suggest better ways to do things, but keep in mind, I want to keep the rules of the game as close as I can to the rules of D&D.</p><p></p><p>Gerra in my campaign world is an Aztec-ish island, and this is (very) loosely based on the games they are said to have played (no sacrifice at the end, and the ball can be handled by hand being two obviou differences!)</p><p></p><p><strong>Pokto</strong></p><p>A Gerran Game of Sport</p><p></p><p>The game is played on a field of grass twenty feet wide by 80 feet long. Teams of five on each side attempt to throw a nine inch diameter solid rubber ball through a eighteen inch diameter hoop mounted perpendicularly on a wall at the end of the court. The last fifteen feet of the court on either side are marked off and the attacking player is not allowed to set foot in that section while carrying the ball – often attacking players leap over the final line and try to toss the ball through the hoop (getting a better angle).</p><p></p><p><em>The field size can vary, but I think 1 x 4 is a good ratio. I want people to have to run into each other, and I don't want them to be able to double move all the way down the field. Larger fields can support larger teams.</em></p><p></p><p>The ball can only be advanced by running with the ball or by passing it – and passes must be on a bounce. Each score is worth one point, and the match lasts until one side scores seven points. After each score, the ball is tossed into the center of the ring again by the presiding referee, typically one of the Gerran Princes. They usually put some spin on the ball to make the bounce interesting.</p><p></p><p><em>I'm not sure I want passing involved, but it gives the more ranged-combat focused characters a way to contribute effectively</em></p><p></p><p>Players typically play wearing padded armor. This provides no AC bonus, but damage is converted to non-lethal. On a critical hit while blocking or tackling, damage is lethal. Balls leaving play are put back in play at the point they left the field of play.</p><p></p><p><strong>MOVING</strong></p><p>Characters move as normal. Tumbling past defenders is an oft-used tactic and is an opposed check versus the opponents melee attack roll. Jumping over prone opponents is another tactic, as is Overrunning.</p><p></p><p><em>I'm kind of thinking that since everyone is unarmed, everyone can make AoO's on someone passing by them. Keeps things interesting.</em></p><p></p><p><strong>BLOCKING</strong></p><p>Merely getting in the way of an opponent can prevent AoO’s, but sometimes more is needed. In such cases, a Bull Rush can be executed to block out someone, pushing them back.</p><p></p><p><strong>PASSING</strong></p><p>The rubber ball used in Pokto can be passed, using a melee touch attack roll to get the ball into the right square so that the person there may make a catch. Catching the ball requires a melee attack roll (DC 10).</p><p></p><p>Modifiers</p><p>+5 to DC for bounce passes (DC 15 overall)</p><p>-2 per range increment</p><p>+4 if passing over someone either in next square or square by target, negated by Precise Shot.</p><p>+10 to DC to spin-pass, and double range increment penalty. The ball can be spun so as to cause it to bounce one square to either side for each ten feet of distance.</p><p></p><p><strong>SCORING</strong></p><p>Hitting the target and scoring is a difficult task, AC 18 (Ranged touch attack). The AC increases by angle as well – exact DC’s for each square are marked on the playing field map. In order to make it to the last three rows of squares, one must jump – DC 5/10/15 to reach the first/second/third row. A DC 30 result into the last row allows a +2 bonus on the attack roll. If a character jumps to the third row, they run the risk of running into the stone wall and taking 2d6 lethal damage. This can be avoided by making a Tumble Check against a DC 15. </p><p></p><p><em>I've got a map created that has the attack roll needed to score marked right on it, so everyone would know exactly what AC they'd need to hit to score from there. Near mid-field the AC of the goal is 44; close in its as low as 18.</em></p><p></p><p><strong>DEFENDING </strong></p><p>Merely being in an intervening square raises the DC of both passing and catching by 4. Attacks can be made to knockdown an opponent or to push them back. If someone carrying the ball is knocked down, the ball goes over to the other side.</p><p></p><p><strong>TACKLING</strong></p><p>Tackling uses the Trip rules, per the PHB Combat section. A person being tackled who has the unarmed attack feat can "straight arm" the tackler as his attack of opportunity.</p><p></p><p>If a character has the ball and are tackled, they must make a Fortitude save where the DC is equal to the Trip attack result. If they fail, the fumble the ball. The ball is deflected in a random direction (roll 1d8 for direction and then 1d4 for distance in squares).</p><p></p><p><em>Maybe I should offer the option of trying to strip the ball - tackling can either go for the tackle, or the strip.</em></p><p></p><p><strong>STEALS</strong></p><p>If an intervening defender makes a reflex save equal to the attack roll of the passer, they intercept the pass. If they are intervening next to the passer, they can deflect the ball with a reflex save equal to the attack roll of the passer. The ball is deflected in a random direction (roll 1d8 for direction and then 1d4 for distance in squares).</p><p></p><p><em>Maybe a Reflex save to deflect and then another to intercept? I like the idea of the ball bouncing around loose...</em></p><p></p><p><strong>Conclusion</strong></p><p>One key thing I haven't decided on is how long this game goes on - I don't have a sense of how long it would play out, or how easy it would be to score. No playtesting has been done. I'd like the game to take an hour or two in real time.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Kid Charlemagne, post: 4003121, member: 93"] Well, I figure I may as well post what I have for comment. I've made notes in italics where I'm considering different ways of handling things - feel free to suggest better ways to do things, but keep in mind, I want to keep the rules of the game as close as I can to the rules of D&D. Gerra in my campaign world is an Aztec-ish island, and this is (very) loosely based on the games they are said to have played (no sacrifice at the end, and the ball can be handled by hand being two obviou differences!) [b]Pokto[/b] A Gerran Game of Sport The game is played on a field of grass twenty feet wide by 80 feet long. Teams of five on each side attempt to throw a nine inch diameter solid rubber ball through a eighteen inch diameter hoop mounted perpendicularly on a wall at the end of the court. The last fifteen feet of the court on either side are marked off and the attacking player is not allowed to set foot in that section while carrying the ball – often attacking players leap over the final line and try to toss the ball through the hoop (getting a better angle). [I]The field size can vary, but I think 1 x 4 is a good ratio. I want people to have to run into each other, and I don't want them to be able to double move all the way down the field. Larger fields can support larger teams.[/i] The ball can only be advanced by running with the ball or by passing it – and passes must be on a bounce. Each score is worth one point, and the match lasts until one side scores seven points. After each score, the ball is tossed into the center of the ring again by the presiding referee, typically one of the Gerran Princes. They usually put some spin on the ball to make the bounce interesting. [I]I'm not sure I want passing involved, but it gives the more ranged-combat focused characters a way to contribute effectively[/I] Players typically play wearing padded armor. This provides no AC bonus, but damage is converted to non-lethal. On a critical hit while blocking or tackling, damage is lethal. Balls leaving play are put back in play at the point they left the field of play. [b]MOVING[/b] Characters move as normal. Tumbling past defenders is an oft-used tactic and is an opposed check versus the opponents melee attack roll. Jumping over prone opponents is another tactic, as is Overrunning. [I]I'm kind of thinking that since everyone is unarmed, everyone can make AoO's on someone passing by them. Keeps things interesting.[/I] [b]BLOCKING[/b] Merely getting in the way of an opponent can prevent AoO’s, but sometimes more is needed. In such cases, a Bull Rush can be executed to block out someone, pushing them back. [b]PASSING[/b] The rubber ball used in Pokto can be passed, using a melee touch attack roll to get the ball into the right square so that the person there may make a catch. Catching the ball requires a melee attack roll (DC 10). Modifiers +5 to DC for bounce passes (DC 15 overall) -2 per range increment +4 if passing over someone either in next square or square by target, negated by Precise Shot. +10 to DC to spin-pass, and double range increment penalty. The ball can be spun so as to cause it to bounce one square to either side for each ten feet of distance. [b]SCORING[/b] Hitting the target and scoring is a difficult task, AC 18 (Ranged touch attack). The AC increases by angle as well – exact DC’s for each square are marked on the playing field map. In order to make it to the last three rows of squares, one must jump – DC 5/10/15 to reach the first/second/third row. A DC 30 result into the last row allows a +2 bonus on the attack roll. If a character jumps to the third row, they run the risk of running into the stone wall and taking 2d6 lethal damage. This can be avoided by making a Tumble Check against a DC 15. [I]I've got a map created that has the attack roll needed to score marked right on it, so everyone would know exactly what AC they'd need to hit to score from there. Near mid-field the AC of the goal is 44; close in its as low as 18.[/I] [b]DEFENDING [/b] Merely being in an intervening square raises the DC of both passing and catching by 4. Attacks can be made to knockdown an opponent or to push them back. If someone carrying the ball is knocked down, the ball goes over to the other side. [b]TACKLING[/b] Tackling uses the Trip rules, per the PHB Combat section. A person being tackled who has the unarmed attack feat can "straight arm" the tackler as his attack of opportunity. If a character has the ball and are tackled, they must make a Fortitude save where the DC is equal to the Trip attack result. If they fail, the fumble the ball. The ball is deflected in a random direction (roll 1d8 for direction and then 1d4 for distance in squares). [I]Maybe I should offer the option of trying to strip the ball - tackling can either go for the tackle, or the strip.[/I] [b]STEALS[/b] If an intervening defender makes a reflex save equal to the attack roll of the passer, they intercept the pass. If they are intervening next to the passer, they can deflect the ball with a reflex save equal to the attack roll of the passer. The ball is deflected in a random direction (roll 1d8 for direction and then 1d4 for distance in squares). [I]Maybe a Reflex save to deflect and then another to intercept? I like the idea of the ball bouncing around loose...[/I] [B]Conclusion[/B] One key thing I haven't decided on is how long this game goes on - I don't have a sense of how long it would play out, or how easy it would be to score. No playtesting has been done. I'd like the game to take an hour or two in real time. Thoughts? [/QUOTE]
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