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Playing hockey in DnD
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<blockquote data-quote="Wik" data-source="post: 5103720" data-attributes="member: 40177"><p>Oh, HELL YES.</p><p></p><p>I've been wondering about sports in my own campaign world - because every culture has them, and I think they're often overlooked (possibly because the stereotypical gamer isn't usually sports-inclined?).</p><p></p><p>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.</p><p></p><p>Now, here's where we make things fun. Each forward adds to the attack rating of the character - from +0 to +3. And also to the damage - some will just do no extra damage, some an extra d4, and some will go as high as a d8 or d10. When a "hit" is scored, roll three dice - the best three dice you have. Odds are, some characters will have high attack rolls, but low damage, and vice versa - in other words, some are playmakers (high attacks), while others are snipers (high damage) - remember, you have to beat the hit points of the goalie in a single damage roll.</p><p></p><p>The defence, of course, modifies the AC of the "team". Some will provide a simple bonus ranging from +1 to +3, while others will have a lower AC bonus, but might provide an attack bonus or even an extra damage die (offensive defensemen, like, say, Mike Green).</p><p></p><p>And the goalies provide extra hit points - ranging from +1 to +4 - keep the numbers relatively low. After all, you have to beat this number in one damage roll. </p><p></p><p>You can even get a bit more complex - you could force line changes (remember, the average player is only on the ice for 45 seconds at a time), add in enforcers (i.e. goons), and so on. You could have an endurance system, where each round drains a random amount of "energy", and players that reach 0 can no longer contribute (requiring players to rotate their roster a bit, rather than just depending on their main people - plus, this leads to matching the other guy's line change). </p><p></p><p>Trick is, once you get down to it, this would be a rather simple thing to do. If you start adding in a few "powers" to each team, little tricks that everyone in the team knows, you can make the game a little bit less of a "I miss, you hit" sort of deal - powers like "Umbrella Offence" (extra attack and damage, but lower defence and goalie hit points on the next attack against you), "Stalling the Clock" (higher defence, but you lose your last attack, and "Pulling the Goalie" (Extra player on the ice, but you only have 1 hit point on the next attack against you). Things like that.</p><p></p><p>Finally, you could add in a crowd mechanic, but that might just get a bit too simulationist, even for a guy such as myself.</p></blockquote><p></p>
[QUOTE="Wik, post: 5103720, member: 40177"] Oh, HELL YES. I've been wondering about sports in my own campaign world - because every culture has them, and I think they're often overlooked (possibly because the stereotypical gamer isn't usually sports-inclined?). 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. Now, here's where we make things fun. Each forward adds to the attack rating of the character - from +0 to +3. And also to the damage - some will just do no extra damage, some an extra d4, and some will go as high as a d8 or d10. When a "hit" is scored, roll three dice - the best three dice you have. Odds are, some characters will have high attack rolls, but low damage, and vice versa - in other words, some are playmakers (high attacks), while others are snipers (high damage) - remember, you have to beat the hit points of the goalie in a single damage roll. The defence, of course, modifies the AC of the "team". Some will provide a simple bonus ranging from +1 to +3, while others will have a lower AC bonus, but might provide an attack bonus or even an extra damage die (offensive defensemen, like, say, Mike Green). And the goalies provide extra hit points - ranging from +1 to +4 - keep the numbers relatively low. After all, you have to beat this number in one damage roll. You can even get a bit more complex - you could force line changes (remember, the average player is only on the ice for 45 seconds at a time), add in enforcers (i.e. goons), and so on. You could have an endurance system, where each round drains a random amount of "energy", and players that reach 0 can no longer contribute (requiring players to rotate their roster a bit, rather than just depending on their main people - plus, this leads to matching the other guy's line change). Trick is, once you get down to it, this would be a rather simple thing to do. If you start adding in a few "powers" to each team, little tricks that everyone in the team knows, you can make the game a little bit less of a "I miss, you hit" sort of deal - powers like "Umbrella Offence" (extra attack and damage, but lower defence and goalie hit points on the next attack against you), "Stalling the Clock" (higher defence, but you lose your last attack, and "Pulling the Goalie" (Extra player on the ice, but you only have 1 hit point on the next attack against you). Things like that. Finally, you could add in a crowd mechanic, but that might just get a bit too simulationist, even for a guy such as myself. [/QUOTE]
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