Playing hockey in DnD

Here would be a quick idea for how to do a hockey game in any D&D rule system - make each team count as a single player. Each team has an AC of 10, an attack bonus of +0, and does 1d6 damage - they have 10 hit points. Every 10 hit points of damage, a goal is scored. Each team gets three attacks per period.

You'd need a whole suite of "powers" to make it interesting.

Otherwise it will devolve into "I put 3 forwards on the ice. My attack roll is 20. Okay, I hit; 4 damage."

With my proposed system it's more like this:

"I cycle it behind the net."
"I fight for the puck on the boards."
"I screen the goalie."

I was watching the Slovak-Canada game and I thought about my system. The forward screens the goalie. The guy at the point shoots. The goalie attempts to stop the puck.

They all roll. The forward wins; the goalie is screened. Now the guy at the point just needs to hit the net (modified by cover). He makes it, it's a goal.


It's like many other RPGs - identify sources of conflict in the game world, apply modifiers, resolve them.

edit: Yes, this is supposed to be about more than just hockey.
 

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Oh, HELL YES.

Here would be a quick idea for how to do a hockey game in any D&D rule system - ........
Well done, and all very well and good for simulating team vs. team. Problem in my case is that if I'm going to get into that level of detail I also have to worry about some of the individual players and what they do, as if I'm doing this at all it's most likely due to a situation where one or more PCs have somehow become directly involved in the game (usually as players).

Lan-"why is it that most of the posters in this thread are Canadian?"-efan
 

I generally prefer to do things like this on the battlemat rather than as a skill challenge. I've run basketball (murderball), king of the hill, capture the flag, etc. -type events pretty successfully. Admit to your players that it's hard to make balanced rules from nothing and in play don't be scared to change the rules.

Ideas for hockey:
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Fairly large arena, perhaps 20x12. To keep the length reasonable, you'll probably need to make it first to three goals.
Whomever has the puck is slowed. The puck carrier can Push it 6 squares as a standard action. The puck is now uncontrolled.
When passing adjacent to the puck, or if the puck moves adjacent to you, you can choose whether to control it. If you do, you immediately gain slowed and stop movement if you've already moved 2 or more squares.
When adjacent to the carrier, opposed d20 rolls as a minor (1/round only?) to steal.
Since this is D&D, the local flavour of hockey probably has some tricks in it that surprise the PCs! Ice traps, the other team playing dirty, etc.
Put a goalkeeper on each side, and then use fudge factors if needed to adjust the difficulty and pacing of the game.
 

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