Campaign Idea - "Blood Bowl" - Help with rules


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Dark Archive

I've long toyed with an idea for a Pathfinder campaign.

The essential idea is that a game similar to Blood Bowl exists, e.g. American Football with a lot of beating your opponents to a pulp.

The PCs will be part of a team of "BB"-players, traveling around from match to match, having encounters both on and off the field.

Ideally about 50% of the "combat" encounters will be matches, while the rest will be a variety of bar brawls, being ambushed by fans of opposing teams, etc.

But I'm a bit stuck on some rules.

Tackling is Trip or Grapple.

Taking the ball from an opponent is Disarm and/or Steal.

Throwing is probably just a ranged attack, but what about catching said ball?

All ideas are welcome...


lol converting football into PF. Hmmm.

There are times tackling could be a bullrush. Its kind of a grab usually so I'd put it mostly as grapple sometimes a trip if they're going by you. I'd say stripping the ball which is really hitting, it would be almost like a sunder of disarm. Catching a ball? Its kind of hand-eye coordination so it might even be Slight-of-hand for that finesse catch.

Don't forget knowledge (game) for things or even sense motive to read your opponent for if they're going to juke, throw, run etc.

Acrobatics for those spin moves and jumping over an opponent?

Lots of stuff you could do here.

Scarab Sages

Ive done this. Do you have a list of the skills in bloodbowl? if not shoot me a message when i get home from work i can send you some ideas. What i did is basically take a look at feats and cross them over for the equivilent bloodbowl skill.
I ran a game where the party were basically on a traveling bloodbowl team whom occasionally adventured.

Dark Archive

I can find the list of skills, yes :)

I was also thinking of using the Performance Combat feats heavily, maybe even grant all players a bonus Performance Combat feat.

I'm thinking a field size of 15 x 20 squares...that means 100 feet from end to end.

For Passing I was thinking the ball is a thrown weapon with range increment 20' (technically should be more, but to actually have "range penalties" matter, I think that's good.

Passing while threatened will obviously provoke, unless you have a feat that allows ranged attacks without provoking. If you Pass to a player who is threatened, you take -4 (firing into melee) and possibly cover penalties.

I like the idea of catching being Sleight of Hands - DC should probably be something like 10 or 15 + 4 if threatened + range penalty on the Pass (to reflect whether the Pass was accurate or not) + cover


You could also make the sleight of hand dc similar to acrobatics where it goes against the CMD of the opponent if you are threatened. Maybe make the range increment 10ft similar to most splash weapons and one handed thrown weapons (like clubs). You might see alchemists as your quarterbacks dipping a few levels in hurler barbarian just to hail mary the ball as far as they can.

Dark Archive

Not a bad idea, Haruhiko

Scarab Sages

When i get home from work i will grab the set of conversion rules i had worked out. Obviously feel free to edit and rework things. The one thing i had found was that at higher levels of charector the game became less frightening for the pcs to counter that we started to include weapons in game...but they were special weapons. Its not complicated but it was lengthy but the base idea of it was. Say your big blitzing hero outside of the game used a greatsword, they used special magic to shrink it down into like especially dangerous guantlets and armored spikes. It worked and damaged like the greatsword, it was just magicly altered to take the form of the equipement on the pitch... same thing with like the actual armor. I had also outlawed aoe spells on the pitch, (not that it still didnt happen, i mean it is bloodbowl.) but it required other checks. I Will certainly make sure to forword what i had.

I personly kept it core since i was trying not to overly complicate things for myself, but i could see how the alchemist and classes like that could be fun. Much like the actual blood bowl game, i just did team initiative as well. It can get a little chaotic as the dm trying to keep track and moving say a dozen npc opposing teams and npc team-mates otherwise.


I too, would love to see this conversion. Dot.

Grand Lodge

Fantasy Football.

The D&D of the sports fan.

Scarab Sages

I wonder the sort of interest 'running' a game of that nature would be here in a PbP format. Never ran a game here though could be fun. Will have to think on it.


Dotting. Would love to see this, even as a thought experiment, let alone to play. My brother loved BB, and was always trying to get me to play it. I indulged him occasionally, but then he was always way more into NFL than I.

I'd much rather see some performance and feat/skill enhanced rules for Salute of the Jugger...

Dark Archive

It could be fun to run a "League" as a PbP game. Players making teams and meeting other teams, scoring goals, etc. and gaining xp.

Grand Lodge

Bruno Kristensen wrote:
It could be fun to run a "League" as a PbP game. Players making teams and meeting other teams, scoring goals, etc. and gaining xp.

That's how Fantasy Football works.

Liberty's Edge

blackbloodtroll wrote:
Bruno Kristensen wrote:
It could be fun to run a "League" as a PbP game. Players making teams and meeting other teams, scoring goals, etc. and gaining xp.
That's how Fantasy Football works.

Not quite. This proposal is more akin to an online Madden league. Fantasy Football you just pick players and set a line up, but have no impact on the play.

To the OP, have you looked at the old board game rules for "Blood Bowl" and "Dungeon Bowl"? Comparing the general ability and skill checks to PF skills and abilities and some feats you should be able to come up with a similar system.

Dark Archive

I have indeed, Fomsie. Played Blood Bowl for a while and loved it.

Scarab Sages

Basically what i did was take the list of skills in blood bowl and sort of cross engineer feats in pathfinder. There are way more feats in pathfinder so there is some wiggle room. Like Power attack would meet the tackle skill and the stand firm skill. I took pathfinder stats and to make them blood bowl equivelent divided by five and rounded up. so yout 14 str cleric had the equivelent of a 3 str in bloodbowl. Like i said I get off in three hours i will dig up what me and some friends worked out. It was a pretty fun campaign

Grand Lodge

I am cheering for the Slaanesh Seac*cks!

Scarab Sages

Also I tried to keep it truer to the blood bowl rules than the pathfinder rules mostly because well, we discovered through trial and error that man those bonuses start to add really really fast in pathfinder. It seemed more gritty and violent the other way.

Campaign wise, the party started off as slaves in Cheliax forced to take place in a very minor cup, after the dominated the tourney they were bought by a noblewoman, who offered them a chance at freedom if they won the upcoming major tourney... It had devils training them, bonding violence... They indeed did win the tourney, so she freed them... then they told her for a fair wage they would stay on... it was good times.

Scarab Sages

Incoming block text. Please note when I came up with this, we were basically just using the core rulebook to prevent complications on a dry run. Obviously you can modify to taste.

stats and classes:
Blood bowl teams consist of

Linemen:The standard grunt class, used for setting up passing lanes running lanes and point defense/offense. Linemen generally dont start with any traits (or required feats)So they are pretty customizable.

Catchers; These are the recievers, the agile, the fast. They specialize in getting behind enemy lines and scoring off a pass, or on defense keeping pace with the enemies catchers. they generally start with the traits catch, and dodge.

Throwers; Also a bit self explanitory. They specialize in picking up and throwing the ball. Usually a leader on the field. They start with the traits sure hands and pass.

Blitzers; Bliztzers are the rough and tumble specialized attackers and defenders. They tend to be specialiazed to hit hard and fast. They usually start with blocking skills.

We deemed that any class could play any role, though some rolls made better sense than others, the standard martials usually excelled in blitzers and linemen, and the occasional Thrower. Whereas the others could take any of the other roles realy (except maybe linemen.. lots of battle in the trenches.)

Blood bowl traits are broken up into Movement, Strength, Agility, and Armor. It would seem the game doesnt favor casters, but we ruled that exceptionally intelligent or wise charectors got other bonuses. Average stats in Blood bowl are usually 3's. (humans being the base average.) We broke the stats into Pathfinder terms like so (move was indeed just based off of your pathfinder movement.) The strength and Dex stat we took the base score (example 16 str) and divided by 5. (16 str would be a 4, 15 str would be a 3). The same with Agility. Armor is slightly special in Bloodbowl, its used to determine injuries. (we basically took the armor number and dropped the 10 base. so if you had on a chainshirt and had a heavy shield, you would have an AV of 6. Well explain how that works in the combat tab.

skills and traits:

General traits; Block (S) Dauntless (T) Dirty Player (S,A) Frenzy (T) Kick (S) Leader (T) Nerves of steel (T) Pass block (S) Pro (T) Shadowing (A) Strip Ball (S,A) Sure Hands (S,A) Tackle (S)

Agility traits; Catch (A) Diving Catch (A) Diving Tackle (S,A) Dodge (A)
Jump up (A) Leap (S,A) Side Step (A) Sprint (not used) Sure Feer (A)

Passing traits; Accurate (A) Dump Off (A) Hail Mary (S) Pass (S,A) Safe throw (A) Strong Arm (S)

Strength traits; Break Tackle (B,A) Guard (S) Mighty Blow (S) Multiple Block (S) Piling on (S) Stand Firm (S,A)

Physical Traits;(these are usualy mutated things on players like extra arms, spikers etc...) Big Hand, Claw,Extra Arms, Poul Appearance, HOrns, Prehinsile Tail, Spikes, Tentacles, Thick SKull, Two heads, Very Long Legs.

How those skills equate to feats. Here is where both games get a little mashed together. I gave a new trait every time the part leveled.. meaning they got a feat every level (Yeah fighters still start with the extra, and classes get their class skill like feats too.) We tried it with feat every level, or that they could only take a trait that was associated with a feat they already knew until they earned one. (I like the first one better.) THERE IS NO DIRECT THIS FEAT=THAT TRAIT. Pathfinger has too many feats and to be honest some fit multiple catagories. For example. Feat: Point Blanks Shot could be used as the trait. Accurate, or dump off, or pass, or safe throw, but not strong arm or hail mary (far shot however...) We generally went with, if a player felt the could justify the feat into the trait i would allow it.

Im going to put these up in a few postings, if you have questions how i handled things or on specific things like exactly what the traits mean let me know. I will try to get to specifics i just dont want to get too long winded and forget something.

Scarab Sages

What do they mean?

Simple rules:

HOW I RULED IT.
Blood bowl is a real time game. There is no stoppage of play unless the ball goes out of bounds, one team scores, a penalty is called, or its halftime/end game. (I made each half 10 rounds, but thats ten rounds for team A and 10 for Team B.) Each trait that corresponds with an action taken (throwing for example) Grants a +1 trait bonus to said action. Multiple traits can be used for multiple actions. (for instance, a throw could use the Dump off trait, safe pass trait and accurate trait for a +3 to the throw!)

actions:

PICKING UP THE BALL:
To pick up the ball the player must make a DC 10 Dex Check. (-1 for adjacent opponents, +1 for adjacent allies) Failure moves the ball five feet forward in the players original direction of travel. (or use scatter table is you want)
THROWS:
Most traits add a generic +1 to +2 to the specific trait you are trying to use. For example. A thrower passing the ball would get their BAB, their corresponding Bloodbowlized appropriate score (lets say a 14 dex so a bonus of 2) and using their passing trait, add another 1 to the throw.
Ex. Bob the thrower is trying to pass to Dan the catcher. He is 40 ft away. (I used the ball had range increments of 30 use what you feel is right) Any throw could reach up to 60ft away (Unless you have the Hail mary trait) Standard DC was 10, +2 per opponent in the line of the pass.

SO in this case it was BOB with say a BAB of 2. throwing the pass.

2 (BAB)+ 2 (DEX) +1 (PASS trait) - 1 (40ft away)
throw: 1d20 + 4 ⇒ (7) + 4 = 11 Success!
Now Bob would have to make the Catch, which is pretty much the same process of the act of throwing just using catch related traits.
Note, it takes both the thrower and reciever to be successful for the play to work. If one of them fails, use the scattered thrown item rules from pathfinder to abjucate what happens.

ATTACKING: It doesnt matter in Bloodbowl if your team has the ball or not. Attacking the other team in an attempt to beat them and get the ball is a favored method of getting the ball. Much like a throw the attack action is simple. BAB+Stat (dex or str)+traits vs opponent AC. (Pathfinder AC) (NOTE: you get a +1 per ally adjacent to target, you dont have to be truflanking, just within attack range) If you hit your opponent roll damage as normal. Hit opponents move back 5 feet (in opposing direction of the attack) and Make the AV roll (Bloodbowl value) to see if they remain standing. (roll a 1d10, if your roll higher they fall prone in the square they moved to.) NOTE: If they move beside one of your allies, add a +1 for each allie in range.
Opponent rolls a d6 on a roll of 1 a possible injury occurs.
Injury Table; ROLL 2d6 1-3 no penalty. 4-7 Stunned, Opponent loses next action. 8-10 Opponent knocked out. (remains unconcious until play stoppage, or application of a healing spell). 11-12 Casualty! Roll a d6. 1-3 Badly Hurt - Player misses rest of half. 4-5 Serious Injury. Miss rest of game Dm adjucates the problem (possible permanent negatives!) 6- Dead! (or as the DM you can rule something else. It is a ridiculously violent game!)

Players whom run out of hitpoints are naturally treated as unconcious.

DEFENSE: Defense is actually simular to offense in a way. If the attacking player attacks and misses your AC by five. You get a free counterattack! Works just like the attack (excpet if you miss by five there is no counter counter attack). NOTE: On defense each allie you have within 5 feet also grants you a +1 bonus on everything, your ac, your counter attack, your roll to not fall. IT PAYS TO TEAM UP AND SURROUND YOUR OPPONENT.

DODGE: A player may pass through an opponents square without drawing an AoO if they make a dc 15 acrobatics check, A dc 10 check if they have the dodge skill. May reroll one failed dodge attempt a half.

KICKING: Kicking works simular to Throwing and only applies to kickoffs. (There is no punting really) The Kick to a square DC is 15; is missed double the distance the ball moves. (you can make a kick-off table for random pre-kick shenanigans, like fans throwing rocks ar players, or riots on the field etc...)

Scarab Sages

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Special actions and Special Traits!

Special actions!:

Interceptions! If you have a defensive player along the path of the thrown ball (either direct path or on either side of the square) You have the chance to try an intercept the ball. It works just like an Catch roll, With both allie and opponent bonuses, only the DC is 15. (The passing trait Safe PASS adds 1 to the DC) NOTE: Even if you have multiple defenders in teh pass of the thrown pass only ONE defender may make an attempt to Intercept it!

FOULS: You may attempt to hit a prone opponet much like an attack roll. Only you add 2 to your attack versus their (Blood Bowl) Armor Value for injury. (and an addition +1 per adjacent allie) (MIGHTY BLOW Add+1 to injury roll, DIRTY PLAYER Add+1 to injury roll or To +2 to the Armor roll. A player with Dirty PLayer May reroll the Caught Fouling roll.

SPELLS: Spellcasting is deemed unfair on the pitch However, Players my still cast spells on the field of play. Rules of spellcasting are the same as in pathfinder Player may roll bluff (dc 10 + spell level) to cast the spell without being seen.

CAUGHTT FOULING: If a player commits a foul (By attacking prone player or casting a SPell) Roll a d6. On the score of a six, the player is caught fouling and suspended from play for 1d4 rounds.

special trait bonuses:

Big Hand- add 2 to picking up ball
Block- Add 1 to all attack or defense rolls
Break Tackle: Use str instead of Dex for moving though AOE
Catch: Reroll missed Catch once per half
Diving Catch: May move extra five feet to catch ball, end up prone.
Diving tackle: reroll attack roll on dodging opponent, end up prone regardles of outcome.
Dodge, May reroll Dodge check once per half. (also gives a +2 bonus to dodge)
Dump off. May take a free action to throw the ball (SHort range only) when attacked by the opponent.
Frenzy: May reroll failed attack once per half Must take 2nd roll
Guard +2 bonus to attack and defense rolls when near enemy/ally
Hail mary pass- May pass the ball up to 90 feet. - 1 to a short pass, -2 to a medium pass -3 to a long pass. (Penalties are to every pass you take, not just the long ones. )
Jump up- Able to get up from prone as a free action (otherwise move action)
Kick (may roll kick twice and take better result)
Leader- Provides all aliies a + 1 to all actions while on the field and concious. stakcs with every other bonus
Leap. May leap over prone players (Other wise you may not move through downed opponents square)
Mighty Blow- +1 to hits and injury rolls
Multiple block - May take an attack action on as many opponents as you are adjacent too, first oppoent at -1, second opponent at -3 third opponent at -6 etc. . .
Nerves of steel - Ignore penaltys to a throw with opponents in passing lane
Pass block- When a pass is declared (but before the target is declared- the player with pass block may move three free squares in any diretion in an attempt to get in the way.
Pro- may reroll any one die roll per half
Safe throw- May reroll throw of any pass that is intercepted. If the roll in question is over the Dc of the interceptor interception didnt happen.
Shadowing- a player may as a free action move up to three squares when an opponent beside him moves away from him. (may take on AoO during any one of those three squares)
Side-step May make a five foot step to get out of the way of am attacking opponent. If you end up adjacent anyway, you may still be attacked.
Strip ball - Opponent with Ball rolls a dc 15 reflex save when you attack. Will drop the ball and it scatters if they fail it, regardless of whether or not your attack succeds.
Strong arm- Lower the range of a pass by one, add +1 to throw
Sure feet - add 1 to defense numbers when drawing an AoO
Sure hands - reroll failed pick up chance, Negates Strip ball
Tackle- Once per half may reroll an attack. Negates Dodge Skill, +1 to attack

Scarab Sages

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Finally Random Errata!

IN the game i ran, players earned
250 x charector level a game
350x charector level if they won.
I gave the player special PP (Player points) for each successful action like
3 pp for scoring a touchdown, either by throwing, catching or running it in.
2 pp for an interception
1 pp for causing a casulty (whethere there were stunned or worse with a bonus 1 pp for a death)
They also recieved 1 pp per three knockdowns.

My players started off as slaves and so earned nothing on the games, once however they were free and purposely became players A purse was awarded to the player based off of (their contract)
For Example: Bob the thrower was an experianced star. (charector level 3)
He recieved a fee of 3d8*10 gold a match.
Dan, his rookie receiver (level 1) recived 1d8810 a match.

You could of course work out how to pay them on your own.
Also i found that, well letting them use their adventuring gear on the pitch made it a quick blowout... so they had special on the field gear that was enchanted... to match their normal gear in a way.
For example Dan had a longword, so his guantlets magically channeled his damage to 1d8 plus his strength.
Robert was a famous lvl 5 blitzer and his flaming greatsword made his armored guantlets burst into flame and he dealt his 2d6 damage, plus the fire on a critical.

I aslo had made tourney for them to play in, where there of course was like grandprizes of 1000's of gold to split, or other treasures.

Enjoy, modify as you see fit. If you have any questions post them or shoot me a private message!

Dark Archive

Looks good, though I will probably be more true to Pathfinder Rules, as most of my players haven't played the original game :)

Scarab Sages

certainly go for it, Its a work in progress between me and some friends most of them have only played the blood bowl computer game so the actual rules and such are beyond their kin. The one thing i can warn about going straight pathfinder type rules is to be careful how you handle some things in game. I have it set where a game can be over in 20 rounds of play. With higher level players It starts to slow things down immensely. (what with the higher hp, multiple attack rounds higher spells etc..) But have fun. Blood bowl is an awesome game, and adding it to our d&d/pathfinder games was immensely successful.

I didnt add yet but if you are curious, I had tables for adding effects like bonuse from cheerleaders, coaches, fan support etc.. I had been working on how to run and manage teams in the pathfinder world, but havent worked on that recently. Been too bogged down with life recently.


Dotting for the glory of Nuffle.


It does sound like a fun idea, although it mostly makes me want to play a bit of blood bowl again, rather than doing it in PF.

My primary concerns is that mobility becomes problematic in pathfinder. Characters made for running and avoiding attacks of opportunity is likely to do so quite easily. While scoring in one round is possible in BB (getting the right advancements), it is likely to be easier in PF.
A d6 introduces a lot more risk than a d20, when a 1 is an auto failure. Despite rerolls in BB, catching a ball, dodging past a number of opponents, and trying to run those last 2-3 sqaures, are all rolls that might fail.

That said, I would like to hear more about how you do it, and how it goes.


Four years isn't really that bad! After buying the Skills challenge handbook and then discovering Blood bowl on ps 4, and then finding this thread I was wondering are there any others who bought the Skills challenge book for the same reason?

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