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Playing hockey in DnD
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<blockquote data-quote="~Coxy" data-source="post: 5108097" data-attributes="member: 69916"><p>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.</p><p></p><p>Ideas for hockey:</p><p>---</p><p>Fairly large arena, perhaps 20x12. To keep the length reasonable, you'll probably need to make it first to three goals.</p><p>Whomever has the puck is slowed. The puck carrier can Push it 6 squares as a standard action. The puck is now uncontrolled.</p><p>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.</p><p>When adjacent to the carrier, opposed d20 rolls as a minor (1/round only?) to steal.</p><p>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.</p><p>Put a goalkeeper on each side, and then use fudge factors if needed to adjust the difficulty and pacing of the game.</p></blockquote><p></p>
[QUOTE="~Coxy, post: 5108097, member: 69916"] 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: --- 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. [/QUOTE]
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